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Are you going to miss AEDU? (And did you feel a lack in the playtest because of it?)
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<blockquote data-quote="DEFCON 1" data-source="post: 6244581" data-attributes="member: 7006"><p>I've enjoyed my time with AEDU in the two long-term 4E campaigns I've run (three, if you count Gamma World)... but I've never been beholden to it and definitely see and feel the cracks in it at this point in time. So moving on from it to Next won't be an issue for me, especially if there are many parts of Next that are evolutions of 4E mechanics that have worked well (and all signs point in that direction.)</p><p></p><p>The main crack that has widened for me over time in indeed the "sameness" of the AEDU format for all classes. Not only the levels at which each class gained its abilities... but also the abilities themselves all being the same regardless of the class that was using it. Many classes could Slow. Many classes could Immobilize. Many classes could give a -2 penalty to AC. Many classes could Mark. Many classes could Daze. Many classes could grant a +2 bonus to attack. Many classes could grant Temp HP. So on and so forth. And while they all had a different sentence or two for "fluff" that described how that ability was seen in the story... the fact remained that as far as the grid was concerned, it was just the same circle of mechanics used over and over by all the characters at the table.</p><p></p><p>Now granted... part of that was on me and how the combats were described and run. I freely admit that. But by the same token, "Temp HP" is "Temp HP" regardless how it's described. It's written down on the character sheet and removed from the character sheet in the exact same way... regardless of whether it's a compulsion to keep fighting on, a magical force barrier to block attacks, or rage-induced additional stamina. And thus using the same circle of mechanics for every ability in the game across every single class did grow a bit tiresome and repetitive for me and many of my players over time.</p><p></p><p>So while I certain still enjoy the game and am still DMing my current 4E campaign (and will be throughout the summer at the very least)... I can certainly see the joy in playing something new. Especially one that takes many parts of 3E and many parts of 4E and mushes them together along with some new stuff. And I look forward to playing THAT game for four to six years until another game after that comes around with a bunch of new things in it to try.</p><p></p><p>They're all fun in their own way. And I'll love playing each of them in turn.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 6244581, member: 7006"] I've enjoyed my time with AEDU in the two long-term 4E campaigns I've run (three, if you count Gamma World)... but I've never been beholden to it and definitely see and feel the cracks in it at this point in time. So moving on from it to Next won't be an issue for me, especially if there are many parts of Next that are evolutions of 4E mechanics that have worked well (and all signs point in that direction.) The main crack that has widened for me over time in indeed the "sameness" of the AEDU format for all classes. Not only the levels at which each class gained its abilities... but also the abilities themselves all being the same regardless of the class that was using it. Many classes could Slow. Many classes could Immobilize. Many classes could give a -2 penalty to AC. Many classes could Mark. Many classes could Daze. Many classes could grant a +2 bonus to attack. Many classes could grant Temp HP. So on and so forth. And while they all had a different sentence or two for "fluff" that described how that ability was seen in the story... the fact remained that as far as the grid was concerned, it was just the same circle of mechanics used over and over by all the characters at the table. Now granted... part of that was on me and how the combats were described and run. I freely admit that. But by the same token, "Temp HP" is "Temp HP" regardless how it's described. It's written down on the character sheet and removed from the character sheet in the exact same way... regardless of whether it's a compulsion to keep fighting on, a magical force barrier to block attacks, or rage-induced additional stamina. And thus using the same circle of mechanics for every ability in the game across every single class did grow a bit tiresome and repetitive for me and many of my players over time. So while I certain still enjoy the game and am still DMing my current 4E campaign (and will be throughout the summer at the very least)... I can certainly see the joy in playing something new. Especially one that takes many parts of 3E and many parts of 4E and mushes them together along with some new stuff. And I look forward to playing THAT game for four to six years until another game after that comes around with a bunch of new things in it to try. They're all fun in their own way. And I'll love playing each of them in turn. [/QUOTE]
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Are you going to miss AEDU? (And did you feel a lack in the playtest because of it?)
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