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Does 4e limit the scope of campaigns?
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<blockquote data-quote="Irda Ranger" data-source="post: 4668278" data-attributes="member: 1003"><p>Last time I check the combat rules of 3e (or BECMI, 1e or 2e) didn't apply out of combat either. Those powers you mention are "attack powers." So I really don't see how 4E is different from the other editions in that respect.</p><p></p><p>And for what you want, I think 4e is more suited than BECMI, 1E or 2E. 4E has Skills, Skills Challenges and Backgrounds. 2E had Non-Weapon Proficiencies. BECMI had not much. And all editions have roleplaying in equal measure.</p><p></p><p></p><p></p><p>IMO (obviously), no. The 4E books spend a lot of time (and ink) on attack powers and battle-gear, but that in no way diminishes the rest of the game. Make of it what you will. Especially the roleplaying.</p><p></p><p></p><p></p><p>You want an exhaustive list? I am quite sure I couldn't write one. I keep coming up with new ideas all the time.</p><p></p><p>The most important thing to realize is how easy it is to re-write the fluff. I wanted a Firbolg race and just reflavored all the Dragonborn rules without changing any of them. You can do the same thing for the classes too, mostly. The Cleric and Paladin could just as easily be Jedi or some secular warrior order from The Tome of Battle.</p><p></p><p></p><p></p><p>However big the previous list is, this one's 10x bigger. Most games would be accomplished with rule additions though, not changes. You could layer a horror mechanic on top of 4E without changing how combat works, for instance. Or dehyrdration. Whatever. </p><p></p><p>4e is focused on combat, and the combat rules are well playtested. I wouldn't change them, but I might add to them. Stalker0's alt-Skill Challenge mechanic is a good example.</p><p></p><p></p><p></p><p>Like any previous edition of D&D, historical accuracy.</p></blockquote><p></p>
[QUOTE="Irda Ranger, post: 4668278, member: 1003"] Last time I check the combat rules of 3e (or BECMI, 1e or 2e) didn't apply out of combat either. Those powers you mention are "attack powers." So I really don't see how 4E is different from the other editions in that respect. And for what you want, I think 4e is more suited than BECMI, 1E or 2E. 4E has Skills, Skills Challenges and Backgrounds. 2E had Non-Weapon Proficiencies. BECMI had not much. And all editions have roleplaying in equal measure. IMO (obviously), no. The 4E books spend a lot of time (and ink) on attack powers and battle-gear, but that in no way diminishes the rest of the game. Make of it what you will. Especially the roleplaying. You want an exhaustive list? I am quite sure I couldn't write one. I keep coming up with new ideas all the time. The most important thing to realize is how easy it is to re-write the fluff. I wanted a Firbolg race and just reflavored all the Dragonborn rules without changing any of them. You can do the same thing for the classes too, mostly. The Cleric and Paladin could just as easily be Jedi or some secular warrior order from The Tome of Battle. However big the previous list is, this one's 10x bigger. Most games would be accomplished with rule additions though, not changes. You could layer a horror mechanic on top of 4E without changing how combat works, for instance. Or dehyrdration. Whatever. 4e is focused on combat, and the combat rules are well playtested. I wouldn't change them, but I might add to them. Stalker0's alt-Skill Challenge mechanic is a good example. Like any previous edition of D&D, historical accuracy. [/QUOTE]
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