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An Essay to Wizards of the Coast
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<blockquote data-quote="Ahnehnois" data-source="post: 5783632" data-attributes="member: 17106"><p>I'm not either of the above posters, but the stories I like to tell involve characters who have nonadventuring careers who in various ways come to develop into adventurers. They typically start as young adults with no more power or accomplishment than the average commoner. The magically inclined characters develop godlike powers, while the martially inclined characters become epic heroes without superpowers.</p><p></p><p>I can run my game in 3.X with some options and houserules, but if I were going to run 4e I would have to deconstruct the characters because 1st level 4e character already heroes and mine are not. I would have to rebuild mages to be able to do all the things they can do in 3e, and I would have to completely deconstruct the fighter class to remove all the quasi-magical and use-limited abilities (in other words, I would have to remove the entire power system). I would have to implement a new skill system will all the noncombat "background" skills I depended on. I would also have to remove all the 4e setting references because my campaign world is based around the Great Wheel and the existing conception of the cosmology and those living within it. And I would have to fix skill challenges, rituals, throw out and replace this page 42 business for reasons of basic mechanical cogency. Also, my characters use vitality/wound and carry injuries after a tough fight so I'd have to put that in and throw out healing surges.</p><p></p><p>In other words, I could run any campaign that I've ever run in 3e with some modifications, or in 2e with some modifications, but to do it with 4e I'd have to throw out the entire game and start over.</p><p>I would say that by legislating out zero-to-hero, magic vs mundane, and increasing hp and granting free healing, they made it rather hard to do heroic fantasy adventure.</p><p></p><p>I'd ask what freedoms would be denied playing other systems (in other words, I'd ask the same thing you asked above). And I'd say you should keep playing what you're playing and enjoying it.</p><p></p><p>***</p><p></p><p>That's not to say that 4e doesn't support *a* style-it's fine for those that like it-but what several of the posters are saying (and a large part of the community has as a whole) is that it doesn't support <em>their</em> style.</p></blockquote><p></p>
[QUOTE="Ahnehnois, post: 5783632, member: 17106"] I'm not either of the above posters, but the stories I like to tell involve characters who have nonadventuring careers who in various ways come to develop into adventurers. They typically start as young adults with no more power or accomplishment than the average commoner. The magically inclined characters develop godlike powers, while the martially inclined characters become epic heroes without superpowers. I can run my game in 3.X with some options and houserules, but if I were going to run 4e I would have to deconstruct the characters because 1st level 4e character already heroes and mine are not. I would have to rebuild mages to be able to do all the things they can do in 3e, and I would have to completely deconstruct the fighter class to remove all the quasi-magical and use-limited abilities (in other words, I would have to remove the entire power system). I would have to implement a new skill system will all the noncombat "background" skills I depended on. I would also have to remove all the 4e setting references because my campaign world is based around the Great Wheel and the existing conception of the cosmology and those living within it. And I would have to fix skill challenges, rituals, throw out and replace this page 42 business for reasons of basic mechanical cogency. Also, my characters use vitality/wound and carry injuries after a tough fight so I'd have to put that in and throw out healing surges. In other words, I could run any campaign that I've ever run in 3e with some modifications, or in 2e with some modifications, but to do it with 4e I'd have to throw out the entire game and start over. I would say that by legislating out zero-to-hero, magic vs mundane, and increasing hp and granting free healing, they made it rather hard to do heroic fantasy adventure. I'd ask what freedoms would be denied playing other systems (in other words, I'd ask the same thing you asked above). And I'd say you should keep playing what you're playing and enjoying it. *** That's not to say that 4e doesn't support *a* style-it's fine for those that like it-but what several of the posters are saying (and a large part of the community has as a whole) is that it doesn't support [I]their[/I] style. [/QUOTE]
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