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Confirm or Deny: D&D4e would be going strong had it not been titled D&D
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<blockquote data-quote="pemerton" data-source="post: 6584543" data-attributes="member: 42582"><p>I have a version of AD&D rules written up - I did it over the past 12 months or so as a way to fill in some time.</p><p></p><p>The main features of my version are (1) unified XP tables, which meant recalculating hit point, attack, save and some spell progressions to keep these roughly on a par with the published rate of progression, (2) eliminating multi-classes in favour of new classes that have their own progressions, (3) merging the fighter and cavalier, and to a lesser extent the fighter and the OA samurai, kensai and sohei, to make fighters slightly more robust, (4) adopting the 2nd ed AD&D system for allocating thief percentiles, and (5) pulling the action resolution mechanics scattered throughout Gygax's books out into a semi-coherent whole.</p><p></p><p>I'm happy to email it to anyone who PMs me an email address.</p><p></p><p>One of the main things that I discovered is that - once you rewrite it and strip out some of the overlap and redundancy - Gygax's reaction and loyalty system seems surprisingly workable. The odd thing is that it is not at all level dependent (unlike combat, which is). In my version paladins get to increase CHA with level (as per UA) and so do fighters (reflecting the cavalier follower ability of UA), which at least means that bold warriors get some of the recognition they deserve as they demonstrate their prowess.</p><p></p><p>I don't know if I'll ever play this game or not, but it's not completely out of the question.</p></blockquote><p></p>
[QUOTE="pemerton, post: 6584543, member: 42582"] I have a version of AD&D rules written up - I did it over the past 12 months or so as a way to fill in some time. The main features of my version are (1) unified XP tables, which meant recalculating hit point, attack, save and some spell progressions to keep these roughly on a par with the published rate of progression, (2) eliminating multi-classes in favour of new classes that have their own progressions, (3) merging the fighter and cavalier, and to a lesser extent the fighter and the OA samurai, kensai and sohei, to make fighters slightly more robust, (4) adopting the 2nd ed AD&D system for allocating thief percentiles, and (5) pulling the action resolution mechanics scattered throughout Gygax's books out into a semi-coherent whole. I'm happy to email it to anyone who PMs me an email address. One of the main things that I discovered is that - once you rewrite it and strip out some of the overlap and redundancy - Gygax's reaction and loyalty system seems surprisingly workable. The odd thing is that it is not at all level dependent (unlike combat, which is). In my version paladins get to increase CHA with level (as per UA) and so do fighters (reflecting the cavalier follower ability of UA), which at least means that bold warriors get some of the recognition they deserve as they demonstrate their prowess. I don't know if I'll ever play this game or not, but it's not completely out of the question. [/QUOTE]
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Confirm or Deny: D&D4e would be going strong had it not been titled D&D
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