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General Tabletop Discussion
*Dungeons & Dragons
Are Essentials more old school or just a clever marketing ploy?
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<blockquote data-quote="Scribble" data-source="post: 5360666" data-attributes="member: 23977"><p>I don't think it's as hard as people think... I don't think balance is really as strict as people think- that a little extra power or less power here and there will drastically effect things.</p><p></p><p>I think this might also be a personality type thing too... Some people just want the gist of things. Sum it up and I'll make a choice.</p><p></p><p>Some want all the numbers- tell me all the numbers involved and I will make my choice based on cold hard facts.</p><p></p><p>Neither is better then the other- just a way people react to things.</p><p></p><p>I think the first type has an easier time with ad-hoc powers in 4e though.</p><p> </p><p></p><p></p><p>Interact with yes, but the basic rules don't rely on them to work.</p><p></p><p>Everyone uses the jump rules, except the guy who has a jump power. His jump power doesn't change the jump rules for anyone else, and only changes it for himself when he puts it into play.</p><p> </p><p> </p><p></p><p></p><p>Not so much.</p><p> </p><p></p><p></p><p>I don't really disagree here... Essentials does a better job at promoting the idea that the rules aren't the ONLY way to get things done, but could probably be better. </p><p></p><p>I think ultimately the game has wiggle room, and a table/chart for building powers isn't really needed. More advice would be great though... IE "When you add an effect to the ad-hoc power usually choosing less damage works best" or something... </p><p> </p><p>Ultimately I think it's just designed to let DMs rely on their best judgement (very oldschool!) </p><p></p><p> </p><p></p><p></p><p>Eh... Not for planning tactics. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":P" title="Stick out tongue :P" data-smilie="7"data-shortname=":P" /></p></blockquote><p></p>
[QUOTE="Scribble, post: 5360666, member: 23977"] I don't think it's as hard as people think... I don't think balance is really as strict as people think- that a little extra power or less power here and there will drastically effect things. I think this might also be a personality type thing too... Some people just want the gist of things. Sum it up and I'll make a choice. Some want all the numbers- tell me all the numbers involved and I will make my choice based on cold hard facts. Neither is better then the other- just a way people react to things. I think the first type has an easier time with ad-hoc powers in 4e though. Interact with yes, but the basic rules don't rely on them to work. Everyone uses the jump rules, except the guy who has a jump power. His jump power doesn't change the jump rules for anyone else, and only changes it for himself when he puts it into play. Not so much. I don't really disagree here... Essentials does a better job at promoting the idea that the rules aren't the ONLY way to get things done, but could probably be better. I think ultimately the game has wiggle room, and a table/chart for building powers isn't really needed. More advice would be great though... IE "When you add an effect to the ad-hoc power usually choosing less damage works best" or something... Ultimately I think it's just designed to let DMs rely on their best judgement (very oldschool!) Eh... Not for planning tactics. :P [/QUOTE]
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