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Could Pathfinder take D&D's place...
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<blockquote data-quote="Summer-Knight925" data-source="post: 5680063" data-attributes="member: 80297"><p>4e would be a great system</p><p> </p><p>if it didn't call itself D&D</p><p> </p><p>while I try to live by the ideaology that "D&D is what you make it" (meaning D&D is not a brandname but a state of mind) I feel asthough having rule changes shoved down my throat (aside from making me sick) made me sick (did I mention it made me sick?) </p><p> </p><p>however, Gygax and Arneson's orginal system involved spells being PER DAY and not at will/encounter/daily, it involved fighter-types fighting, clerics healing and turning undead and magic-users using magic</p><p> </p><p>orginal OD&D didn't have the thief in the orginal men & magic book, it wasn't until...I want to say Greyhawk, don't hold me to it though...so as for rules/roles/rolls (like the 3 R's?) we can easily break changes down into the three sections.</p><p></p><p>(this is using the jump between 3.x and 4e)</p><p>Rules: Combat rules were similar, as were hit points and saves and math remained universal (seemingly) however the addition of powers seemed more like MTG than spells from the spells section. The core rules say one thing, but the powers allow you to break them in some way, albeit not a harsh way that ruins the game, enough to where it seems like Magic.</p><p></p><p>Roles: the characters changed with the rules, and while you still needed a rogue, they removed the need for a cleric, the cleric (at least with me) holds a certain amount of pride to it, if a player willingly chooses the cleric, they either have a great build or a great idea for one. (as a side note, if a cleric saves you from death, buy him a drink [non-alcoholic for you youngsters out there]). As for the names of them, it felt more like building a squad of marines than an adventuring party.</p><p> </p><p>Rolls: You still roll to hit, roll for checks, all that, dice remain the same, you still have DCs, but rob me of rolling hit points and my own saves? Same with the 'recharge' ability, I enjoyed using the d4, it allowed me as DM to create tactics, and realisticly, a dragon would know when its breath is coming back, just like you feel when you're out of breath and recovering your breath, at least 'realistically' it would know.</p><p> </p><p>So that's my view, I'm guessing there will be many people who respond in vain. Go for it, I'm like honey badger these days.</p></blockquote><p></p>
[QUOTE="Summer-Knight925, post: 5680063, member: 80297"] 4e would be a great system if it didn't call itself D&D while I try to live by the ideaology that "D&D is what you make it" (meaning D&D is not a brandname but a state of mind) I feel asthough having rule changes shoved down my throat (aside from making me sick) made me sick (did I mention it made me sick?) however, Gygax and Arneson's orginal system involved spells being PER DAY and not at will/encounter/daily, it involved fighter-types fighting, clerics healing and turning undead and magic-users using magic orginal OD&D didn't have the thief in the orginal men & magic book, it wasn't until...I want to say Greyhawk, don't hold me to it though...so as for rules/roles/rolls (like the 3 R's?) we can easily break changes down into the three sections. (this is using the jump between 3.x and 4e) Rules: Combat rules were similar, as were hit points and saves and math remained universal (seemingly) however the addition of powers seemed more like MTG than spells from the spells section. The core rules say one thing, but the powers allow you to break them in some way, albeit not a harsh way that ruins the game, enough to where it seems like Magic. Roles: the characters changed with the rules, and while you still needed a rogue, they removed the need for a cleric, the cleric (at least with me) holds a certain amount of pride to it, if a player willingly chooses the cleric, they either have a great build or a great idea for one. (as a side note, if a cleric saves you from death, buy him a drink [non-alcoholic for you youngsters out there]). As for the names of them, it felt more like building a squad of marines than an adventuring party. Rolls: You still roll to hit, roll for checks, all that, dice remain the same, you still have DCs, but rob me of rolling hit points and my own saves? Same with the 'recharge' ability, I enjoyed using the d4, it allowed me as DM to create tactics, and realisticly, a dragon would know when its breath is coming back, just like you feel when you're out of breath and recovering your breath, at least 'realistically' it would know. So that's my view, I'm guessing there will be many people who respond in vain. Go for it, I'm like honey badger these days. [/QUOTE]
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