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Does 4e limit the scope of campaigns?
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<blockquote data-quote="Thasmodious" data-source="post: 4667617" data-attributes="member: 63272"><p>I think, rather than 4e being limited here, you are looking at it in a limited manner. In other editions, few character classes are well suited to this style of game out of the box either, if you focus on just their class abilities. What does a fighter bring to the table for this type of game in any edition? But, you have the ease of adding more skills to the game to cover some of this, in a similar manner to how Eberron added elements of this style of game. Just make up a needed suite of skills, pick appropriate ability modifier and add them to appropriate class lists. As of now, Streetwise would cover this in basic gameplay, but you'd want more for this style of game.</p><p></p><p></p><p></p><p></p><p>No Cthulhu-esque? Are you serious? With the Far Realm, loads of Aberrations, Star Pact Warlocks... I think 4e can do Cthulhu-esque quite well and the Touch of Madness adventures in Dungeon are highlighting this. </p><p></p><p>With 4e, we're still just out of the starting gate. Specific campaign settings and styles always require tweaks and adding a few new things to the mix. A goal with 4e was to start the edition with a solid core for "core" gameplay, and expand gameplay through the core expansion books and settings. So, I think it's a bit early to talk about what 4e will or won't be good at handling. </p><p></p><p></p><p></p><p>With a bit of tweaking, I think about anything except low magic, which has never been a strength of D&D. You could wrestle a couple of the older editions into something resembling low magic, but you really have to gut the game to do it. A friend of mine is running a historical medieval 4e game right now and reports that it is working well. He had to make a number of tweaks to do it and bounced a lot of ideas off me for input, but he feels he got there in the end. </p><p></p><p>4e does high magic very well, so I don't think you'd have to tweak under the hood much to incorporate investigation. The game has divinations, it's be easy to design CSI style rituals that make blood light up as if under a black light or mimic other investigative tools. You could add some alchemy recipes, as well, truth serums, potions to detect magical auras, things like that. Most of investigative play is in the roleplaying anyway.</p></blockquote><p></p>
[QUOTE="Thasmodious, post: 4667617, member: 63272"] I think, rather than 4e being limited here, you are looking at it in a limited manner. In other editions, few character classes are well suited to this style of game out of the box either, if you focus on just their class abilities. What does a fighter bring to the table for this type of game in any edition? But, you have the ease of adding more skills to the game to cover some of this, in a similar manner to how Eberron added elements of this style of game. Just make up a needed suite of skills, pick appropriate ability modifier and add them to appropriate class lists. As of now, Streetwise would cover this in basic gameplay, but you'd want more for this style of game. No Cthulhu-esque? Are you serious? With the Far Realm, loads of Aberrations, Star Pact Warlocks... I think 4e can do Cthulhu-esque quite well and the Touch of Madness adventures in Dungeon are highlighting this. With 4e, we're still just out of the starting gate. Specific campaign settings and styles always require tweaks and adding a few new things to the mix. A goal with 4e was to start the edition with a solid core for "core" gameplay, and expand gameplay through the core expansion books and settings. So, I think it's a bit early to talk about what 4e will or won't be good at handling. With a bit of tweaking, I think about anything except low magic, which has never been a strength of D&D. You could wrestle a couple of the older editions into something resembling low magic, but you really have to gut the game to do it. A friend of mine is running a historical medieval 4e game right now and reports that it is working well. He had to make a number of tweaks to do it and bounced a lot of ideas off me for input, but he feels he got there in the end. 4e does high magic very well, so I don't think you'd have to tweak under the hood much to incorporate investigation. The game has divinations, it's be easy to design CSI style rituals that make blood light up as if under a black light or mimic other investigative tools. You could add some alchemy recipes, as well, truth serums, potions to detect magical auras, things like that. Most of investigative play is in the roleplaying anyway. [/QUOTE]
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