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Dragon 370 - Design & Development: Cosmology
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<blockquote data-quote="Scribble" data-source="post: 4586699" data-attributes="member: 23977"><p>It makes sense sure... I just feel like you're doing the exact same thing in either case. In both cases you're increasing the DC and making the event more challanging. 4e I feel just gives me more tools for knowing how that's going to interact with my PCs...</p><p></p><p>Maybe it's just the way my brain works or something?</p><p></p><p>I feel like 3e wanted to kind of database everything. Like here is ice. The dc to walk on it is X. Here is dirty ice, the dc to walk on it is Y. Here is wet ice, the dc to walk on it is Z...</p><p></p><p>Whereas I feel like 4e gives me more of the behind the scenes of it. Here are the DCs that your party will find hard, easy, or avaerage. Use whichever it most appropriate to the situation. </p><p></p><p>So I might describe the ice as slick, and muddy... But the DC won't be a hard set in stone number somewhere.</p><p></p><p>Which also helps avoid those annoying rules lawyers... "You said the ice was muddy! The DC shouldn't be the DC you said... whaaaaaaa...." </p><p></p><p></p><p></p><p>I think it is... Generally I build my adventures the way you described the first part, and let the numbers 4e provides just fall in place.</p><p></p><p>Like in 3e I would put said ogre into place then think: "Crap he's not doing enough damage, he'll get trounced..." Then I'd have to worry about finding ways to up his power a bit. magic weapkn, swapping feats, changing the weapon etc...</p><p></p><p>4e I just modify his level, and the numbers change for me. Again Maybe it just matches how my brain works better?</p><p></p><p></p><p></p><p>it was more the alignment symetry thing... Like if I wanted to add the plane of nevernding fluffy lollypop bunny hell... it wouldn't be the great wheel anymore it would be the great egg shaped thing. </p><p></p><p>Like if I assume the great wheel is correct, and each alignment has a plane tied to it, and then I see a great idea for a plane in Dragon... how do I work that one in... Each aignment has a plane except for this alignment which has two for some reason...</p><p></p><p></p><p></p><p>Haven't seen the book yet, but the table of contents looks like it starts off with a discussion of using the planes, the traits of various planes, and modifying things for your own use... Sounds like it's open to your own ideas.</p><p></p><p>I think the overall goal is making things usable across the entire spectrum, rather then a "control" thing.</p><p></p><p>Like if I game in a setting that doesn't have an astral plane, I can't use all that info full of astral monsters/items. It's wasted paper to me.</p><p></p><p>But if I'm in ebberon, even thought the cosmology is customized towards ebberon, I can stil use that forgotten realms stuff.</p></blockquote><p></p>
[QUOTE="Scribble, post: 4586699, member: 23977"] It makes sense sure... I just feel like you're doing the exact same thing in either case. In both cases you're increasing the DC and making the event more challanging. 4e I feel just gives me more tools for knowing how that's going to interact with my PCs... Maybe it's just the way my brain works or something? I feel like 3e wanted to kind of database everything. Like here is ice. The dc to walk on it is X. Here is dirty ice, the dc to walk on it is Y. Here is wet ice, the dc to walk on it is Z... Whereas I feel like 4e gives me more of the behind the scenes of it. Here are the DCs that your party will find hard, easy, or avaerage. Use whichever it most appropriate to the situation. So I might describe the ice as slick, and muddy... But the DC won't be a hard set in stone number somewhere. Which also helps avoid those annoying rules lawyers... "You said the ice was muddy! The DC shouldn't be the DC you said... whaaaaaaa...." I think it is... Generally I build my adventures the way you described the first part, and let the numbers 4e provides just fall in place. Like in 3e I would put said ogre into place then think: "Crap he's not doing enough damage, he'll get trounced..." Then I'd have to worry about finding ways to up his power a bit. magic weapkn, swapping feats, changing the weapon etc... 4e I just modify his level, and the numbers change for me. Again Maybe it just matches how my brain works better? it was more the alignment symetry thing... Like if I wanted to add the plane of nevernding fluffy lollypop bunny hell... it wouldn't be the great wheel anymore it would be the great egg shaped thing. Like if I assume the great wheel is correct, and each alignment has a plane tied to it, and then I see a great idea for a plane in Dragon... how do I work that one in... Each aignment has a plane except for this alignment which has two for some reason... Haven't seen the book yet, but the table of contents looks like it starts off with a discussion of using the planes, the traits of various planes, and modifying things for your own use... Sounds like it's open to your own ideas. I think the overall goal is making things usable across the entire spectrum, rather then a "control" thing. Like if I game in a setting that doesn't have an astral plane, I can't use all that info full of astral monsters/items. It's wasted paper to me. But if I'm in ebberon, even thought the cosmology is customized towards ebberon, I can stil use that forgotten realms stuff. [/QUOTE]
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