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<blockquote data-quote="BeauNiddle" data-source="post: 4011928" data-attributes="member: 836"><p>What do you mean by a WoW feel? A fantasy game played with friends where you go on quests to earn xp and loot using a system based on mathematical randomness? Cause if you do then yes it's very WoWy.</p><p></p><p></p><p>The game is designed to be Fast! Fun! and Heroic! (Fast! Fun! and Furious! is already claimed by Savage Worlds) They decided that since people have gone to the effort of travelling to the game, creating characters and getting involved then the least the game can do for them is let them actually do something. For this reason a lot of systems have been streamlined (like the big ones - no Save or Die, always have something to do in every combat) to the small (no confirmation rolls for criticals, no counting the clock for buffs, traps being group efforts)</p><p></p><p>It would also appear they are trying to show their workings clearly. The system has a central mathematical core where they are trying to reveal as much as possible. This should make it easier for homebrewing to change the features they want (3rd ed showed how the systems were interconnected but that just meant you realised how much you had to do to change the smallest detail.) They also seem to be concentrating on 'silo'ing features. So you have in combat abilities and out of combat abilities. You have 3 primary magic items that change your effectiveness and 6 secondary magic items that just give temporary special abilities. You have at will / per encounter / per day abilities. You have combat spells and out of combat rituals. By seperating things out they keep feature creep under control and help balance classes. No longer do you have fighters who focus solely on combat vs fighters who spent every feat choice on background feats. No longer do you have casters who memorise only combat spells vs one who memorises only utility spells. It helps round out all characters but more importantly they mean they can keep track of the range of possibilities at any given stage.</p><p></p><p></p><p>As to things like races and classes then what defines a classic. A lot of people are willing to exclude Gnomes from that so if you limit yourself to classics you just find the list getting shorter over time, or worse you find yourselves shackled by some random choice an author made 30+ years ago. Classics can only be Classics if somebody gave them a chance when they first appeared <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> (oh and roles have always existed in D&D it's just MMORPGs have given them silly acronyms)</p></blockquote><p></p>
[QUOTE="BeauNiddle, post: 4011928, member: 836"] What do you mean by a WoW feel? A fantasy game played with friends where you go on quests to earn xp and loot using a system based on mathematical randomness? Cause if you do then yes it's very WoWy. The game is designed to be Fast! Fun! and Heroic! (Fast! Fun! and Furious! is already claimed by Savage Worlds) They decided that since people have gone to the effort of travelling to the game, creating characters and getting involved then the least the game can do for them is let them actually do something. For this reason a lot of systems have been streamlined (like the big ones - no Save or Die, always have something to do in every combat) to the small (no confirmation rolls for criticals, no counting the clock for buffs, traps being group efforts) It would also appear they are trying to show their workings clearly. The system has a central mathematical core where they are trying to reveal as much as possible. This should make it easier for homebrewing to change the features they want (3rd ed showed how the systems were interconnected but that just meant you realised how much you had to do to change the smallest detail.) They also seem to be concentrating on 'silo'ing features. So you have in combat abilities and out of combat abilities. You have 3 primary magic items that change your effectiveness and 6 secondary magic items that just give temporary special abilities. You have at will / per encounter / per day abilities. You have combat spells and out of combat rituals. By seperating things out they keep feature creep under control and help balance classes. No longer do you have fighters who focus solely on combat vs fighters who spent every feat choice on background feats. No longer do you have casters who memorise only combat spells vs one who memorises only utility spells. It helps round out all characters but more importantly they mean they can keep track of the range of possibilities at any given stage. As to things like races and classes then what defines a classic. A lot of people are willing to exclude Gnomes from that so if you limit yourself to classics you just find the list getting shorter over time, or worse you find yourselves shackled by some random choice an author made 30+ years ago. Classics can only be Classics if somebody gave them a chance when they first appeared :) (oh and roles have always existed in D&D it's just MMORPGs have given them silly acronyms) [/QUOTE]
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