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An OD&D-style 4E game?
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<blockquote data-quote="Vartan" data-source="post: 4892719" data-attributes="member: 26155"><p>I like the idea of trying to run an OD&D-style 4E game: you gain the benefits of the modern game but you can tailor a nostalgic experience for your old players (and give the new players a glimpse of the hobby's history). </p><p></p><p>Your group doesn't have a lot of OD&D players, so adopting 4E rules to an old-school style might be a better idea than just playing OD&D. The game materials are in print and the current rules are more "polished" than the OD&D rules. Plus, your players won't have to worry about learning a new system if they want to get into RPGA play or sit down at another table somewhere down the road.</p><p></p><p>I think that you could have a big problem if you were to divorce the classes from the races: this makes a lot of work for you and leaves a lot of room for error in terms of adjusting game balance because the concepts of race and class are so seriously baked into the current rules. It's not just changing up options for your players (like the Paragon Paths which I discuss below), it's almost like saying "We're going to roll 1d10 for all attacks and skill rolls now, and I need to adjust the game accordingly." This could also be the sort of thing that your new players don't care about at first, but that might make them grumpy down the road.</p><p></p><p>I think that converting the "non-basic" classes to Paragon Paths is a very cool idea but, again, it's more work. The class powers in 4E are very balanced: you'll need to make sure that your power levels are adjusted accordingly, because regular-old Druid powers just aren't going to cut it as the basis for a Paragon Path. You'll also want to pick a few PPs for standard Clerics, Fighters, etc. to choose so they can advance without having to adopt a radically different PP.</p><p></p><p>I love the idea bringing back followers and building strongholds at Paragon level. I like the idea of giving out XP for treasure, but this is a choice you guys will have to make based on your own gaming preferences. Basically, it means really fast advancement. If ya'll don't mind the exponential acceleration of level advancement--<em>which will ultimately shorten the life of your campaign</em>--then go for it. It's a great way to motivate PCs to go the extra mile.</p><p></p><p>I'm all about older editions of D&D. My favorite is 2E, and I'm working on a similar "4E adaptation" for that edition. I love 4E and think it has a lot of potential for creative play. Props for thinking outside of the box, and good luck!</p></blockquote><p></p>
[QUOTE="Vartan, post: 4892719, member: 26155"] I like the idea of trying to run an OD&D-style 4E game: you gain the benefits of the modern game but you can tailor a nostalgic experience for your old players (and give the new players a glimpse of the hobby's history). Your group doesn't have a lot of OD&D players, so adopting 4E rules to an old-school style might be a better idea than just playing OD&D. The game materials are in print and the current rules are more "polished" than the OD&D rules. Plus, your players won't have to worry about learning a new system if they want to get into RPGA play or sit down at another table somewhere down the road. I think that you could have a big problem if you were to divorce the classes from the races: this makes a lot of work for you and leaves a lot of room for error in terms of adjusting game balance because the concepts of race and class are so seriously baked into the current rules. It's not just changing up options for your players (like the Paragon Paths which I discuss below), it's almost like saying "We're going to roll 1d10 for all attacks and skill rolls now, and I need to adjust the game accordingly." This could also be the sort of thing that your new players don't care about at first, but that might make them grumpy down the road. I think that converting the "non-basic" classes to Paragon Paths is a very cool idea but, again, it's more work. The class powers in 4E are very balanced: you'll need to make sure that your power levels are adjusted accordingly, because regular-old Druid powers just aren't going to cut it as the basis for a Paragon Path. You'll also want to pick a few PPs for standard Clerics, Fighters, etc. to choose so they can advance without having to adopt a radically different PP. I love the idea bringing back followers and building strongholds at Paragon level. I like the idea of giving out XP for treasure, but this is a choice you guys will have to make based on your own gaming preferences. Basically, it means really fast advancement. If ya'll don't mind the exponential acceleration of level advancement--[I]which will ultimately shorten the life of your campaign[/I]--then go for it. It's a great way to motivate PCs to go the extra mile. I'm all about older editions of D&D. My favorite is 2E, and I'm working on a similar "4E adaptation" for that edition. I love 4E and think it has a lot of potential for creative play. Props for thinking outside of the box, and good luck! [/QUOTE]
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An OD&D-style 4E game?
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