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General Tabletop Discussion
*TTRPGs General
An Examination of Differences between Editions
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<blockquote data-quote="Imaro" data-source="post: 3442266" data-attributes="member: 48965"><p>I think that's a good idea, and wish that's what the core game had been all along. For me personally the SIEGE mechanic feels better than D&D's granularity as far as skills go. IMHO the skill points are too low and not having enough can hamper certain classes. With the SIEGE mechanic you have all of your necessary abilities, can perform anything not covered by another classes abilities(niche protection), you get to add your level to it(fairly competent in most basic things someone who has spent time adventuring would do or know), Saves for all abilities, and the Primes allow you to specialize in broad areas as opposed to a single skill. If you want to be deficient in something tell your DM I'm not Prime when it comes to X, Y or Z...I don't think to many DM's would have a problem with that.</p><p></p><p>I find a big disconnect with D&D 3.x skills and classes. Why are the thieves abilities skills, but fighting with a weapon or casting a spell isn't? If I want to pick up certain(abilities) skills I have to take a whole other class...Not only can I now hit better, but with every weapon except exotic, I know how to use all armor and shields as well. I have the same problem with the other classes as well.</p><p></p><p>In closing I really don't see 4e going this route( though I'm with you on hoping for it.), it just doesn't make sense business wise. The game promotes the purchase of the minis, more player oriented sourcebooks, etc. and apparently it's working for them. I could see them maybe selling a simpler corer rules, to sell more add-ons spread out over more books, but as far as the mini-centric combat and other things along those lines...I don't see WotC shooting themselves in the foot by promoting a game that uses these things less.</p></blockquote><p></p>
[QUOTE="Imaro, post: 3442266, member: 48965"] I think that's a good idea, and wish that's what the core game had been all along. For me personally the SIEGE mechanic feels better than D&D's granularity as far as skills go. IMHO the skill points are too low and not having enough can hamper certain classes. With the SIEGE mechanic you have all of your necessary abilities, can perform anything not covered by another classes abilities(niche protection), you get to add your level to it(fairly competent in most basic things someone who has spent time adventuring would do or know), Saves for all abilities, and the Primes allow you to specialize in broad areas as opposed to a single skill. If you want to be deficient in something tell your DM I'm not Prime when it comes to X, Y or Z...I don't think to many DM's would have a problem with that. I find a big disconnect with D&D 3.x skills and classes. Why are the thieves abilities skills, but fighting with a weapon or casting a spell isn't? If I want to pick up certain(abilities) skills I have to take a whole other class...Not only can I now hit better, but with every weapon except exotic, I know how to use all armor and shields as well. I have the same problem with the other classes as well. In closing I really don't see 4e going this route( though I'm with you on hoping for it.), it just doesn't make sense business wise. The game promotes the purchase of the minis, more player oriented sourcebooks, etc. and apparently it's working for them. I could see them maybe selling a simpler corer rules, to sell more add-ons spread out over more books, but as far as the mini-centric combat and other things along those lines...I don't see WotC shooting themselves in the foot by promoting a game that uses these things less. [/QUOTE]
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An Examination of Differences between Editions
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