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<blockquote data-quote="Neonchameleon" data-source="post: 6801221" data-attributes="member: 87792"><p>You've a very good point about the major edition that sells adventure paths here (3.x) - but it's far from traditional. Indeed I'd say from experience all TSR editions and 4e are almost as easy to wing as Fate (although 4e tries to hide it). You need a business card worth of materials in each case.</p><p></p><p>For TSR era your business card needs the fighter saving throws and attack bonuses by hit dice (unless you've memorised them) and possibly some weapon damages if you care. And then to create monsters you need hit dice, AC, attacks, and to look up the values on the card unless you want to create a spell caster (where you need to look things up)</p><p></p><p>For 4e you need the MM3 on a Business Card on one side and the skill challenge DCs on the other. Creating a non-solo requires a level, a combat role, a size, (minion, standard, elite - handcraft your solos) and a schtick or two (4e powers and Fate stunts are basically the same thing).</p><p></p><p>In both cases this is all you need for RAW-legal monsters and you can create them in the time it takes to sort out initiative (I speak from experience). So it's hardly true to say that D&D traditionally does it one way.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 6801221, member: 87792"] You've a very good point about the major edition that sells adventure paths here (3.x) - but it's far from traditional. Indeed I'd say from experience all TSR editions and 4e are almost as easy to wing as Fate (although 4e tries to hide it). You need a business card worth of materials in each case. For TSR era your business card needs the fighter saving throws and attack bonuses by hit dice (unless you've memorised them) and possibly some weapon damages if you care. And then to create monsters you need hit dice, AC, attacks, and to look up the values on the card unless you want to create a spell caster (where you need to look things up) For 4e you need the MM3 on a Business Card on one side and the skill challenge DCs on the other. Creating a non-solo requires a level, a combat role, a size, (minion, standard, elite - handcraft your solos) and a schtick or two (4e powers and Fate stunts are basically the same thing). In both cases this is all you need for RAW-legal monsters and you can create them in the time it takes to sort out initiative (I speak from experience). So it's hardly true to say that D&D traditionally does it one way. [/QUOTE]
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