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Anyone else wonder why they didn't combine the 3.5 spell system and the 4th edition..
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 4352100" data-attributes="member: 710"><p>You mean the complexity of 4E is like chess, or you mean 3E was like that? Well, I'd probably agree with both, but in different ways. Or maybe it's more Rock-Paper-Scissors in 3E? (Spell vs Counterspell?). But isn't it also in 4E (Defender vs Skirmisher, Controller vs Minion etc.pp.)? It are probably elements of both.</p><p></p><p>The chess-action happens on the game-board, not in the spells chapter.</p><p></p><p></p><p>I am not so much a fan of creating an adventure around a spell use. It is interesting for individual encounters, but the adventure should focus on things happening - cultists performing a nasty ritual, murders happen, Goblins attack villages, or what-you-have. The rituals came closest to basing something around a spell, but they are usually plot mechanics, not real game mechanics that are used there. (Since most spells do not offer the complexity of a ritual)</p><p></p><p></p><p>The scenario you described doesn't seem to be helped much by the new mechanics of 4E. Even if I can have a Brute Strike daily, if I am getting imprisonised in a 3E like forcecage spell, I can't do anything about it.</p><p></p><p></p><p>You could get far with the durations by handwaving. "10th level character, 1/round per level? Okay, that lasts the full encounter. 1/minute per level, let's say 2. 10 minutes per level? Ah, if you make a larger travel, it will be off) and so on. But this hand-waving can be done easier without people getting trapped in the details. Also, it makes things a little less predictable (without hurting the game much) for some powers - everything that works with "save ends" is interesting. And it keeps players affected by them busy...</p><p></p><p><em></em></p><p><em>Actually, all this is still there, but it is often not your single character doing the combinations, it is the entire group. (Basically, you provide the <em>Enervate</em>, the next character casts <em>Dominate Person.</em>)</em></p><p><em>Wizard casts cloud of daggers, damages target. On its turn, target takes damage from cloud, shifts and whacks Fighter. Fighter tide-of-irons enemy back into cloud. Wizard uses Orb power to extend duration by one round. On its turn, target takes damage again and drops dead/is injured further. Shifts away. </em></p><p><em>This is the most primitive example (and I am using the rules from memory, there might be things that make this particular example not work), I suppose, using only at-wills. There are a lot of more combinations, and some only arising due to the specific battlefield you're using (you said you liked using terrain...)</em></p><p><em></em></p><p><em></em></p><p><em>Interesting it was, no doubt. It just got a little hard to DM and sometimes even play. (Though I would still play 3E, no doubts about that. Even a high level Fighter. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> )</em></p><p><em></em></p><p><em></em></p><p><em>Yes. So, don't give up. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> But remember, sometimes you have to produce results, and "Good Enough" has to suffice. But afterwards, continue.</em></p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 4352100, member: 710"] You mean the complexity of 4E is like chess, or you mean 3E was like that? Well, I'd probably agree with both, but in different ways. Or maybe it's more Rock-Paper-Scissors in 3E? (Spell vs Counterspell?). But isn't it also in 4E (Defender vs Skirmisher, Controller vs Minion etc.pp.)? It are probably elements of both. The chess-action happens on the game-board, not in the spells chapter. I am not so much a fan of creating an adventure around a spell use. It is interesting for individual encounters, but the adventure should focus on things happening - cultists performing a nasty ritual, murders happen, Goblins attack villages, or what-you-have. The rituals came closest to basing something around a spell, but they are usually plot mechanics, not real game mechanics that are used there. (Since most spells do not offer the complexity of a ritual) The scenario you described doesn't seem to be helped much by the new mechanics of 4E. Even if I can have a Brute Strike daily, if I am getting imprisonised in a 3E like forcecage spell, I can't do anything about it. You could get far with the durations by handwaving. "10th level character, 1/round per level? Okay, that lasts the full encounter. 1/minute per level, let's say 2. 10 minutes per level? Ah, if you make a larger travel, it will be off) and so on. But this hand-waving can be done easier without people getting trapped in the details. Also, it makes things a little less predictable (without hurting the game much) for some powers - everything that works with "save ends" is interesting. And it keeps players affected by them busy... [i] Actually, all this is still there, but it is often not your single character doing the combinations, it is the entire group. (Basically, you provide the [i]Enervate[/i], the next character casts [i]Dominate Person.[/i]) Wizard casts cloud of daggers, damages target. On its turn, target takes damage from cloud, shifts and whacks Fighter. Fighter tide-of-irons enemy back into cloud. Wizard uses Orb power to extend duration by one round. On its turn, target takes damage again and drops dead/is injured further. Shifts away. This is the most primitive example (and I am using the rules from memory, there might be things that make this particular example not work), I suppose, using only at-wills. There are a lot of more combinations, and some only arising due to the specific battlefield you're using (you said you liked using terrain...) Interesting it was, no doubt. It just got a little hard to DM and sometimes even play. (Though I would still play 3E, no doubts about that. Even a high level Fighter. ;) ) Yes. So, don't give up. ;) But remember, sometimes you have to produce results, and "Good Enough" has to suffice. But afterwards, continue.[/i] [/QUOTE]
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Anyone else wonder why they didn't combine the 3.5 spell system and the 4th edition..
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