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First Impressions of 4E / Predictions on 5E
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<blockquote data-quote="Spell" data-source="post: 4013755" data-attributes="member: 19718"><p>oh, i love them, too. only they are expensive, require storage room i haven't got, and aren't too easy to move around when i move to another nation for months to an end. RPG books are a bitch, too... but i can buy pdfs, or scan mine, or just bring those that i might really be needing.</p><p></p><p></p><p>you see, that's why i am not too happy about the design people. there are ways to cater for minority sectors, too. like writing a very short "free form combat" chapter, and then add the "advanced tactical combat" rules in a subsequent meaty one, for example. it would probably take 3 more pages off the PHB or DMG. what's that, 15 spells less, if that many?</p><p></p><p></p><p></p><p>i'm not going to comment on the "silliness". suffices to say that i don't necessarily want to implement the idea of feats (especially if they start to become superpowers, more than "special moves"). or that, if i want to remove magical items because it fits my campaign world, i don't want to give arbitrary (as in: "without a logical in game explanation") bonuses to some classes because the game would be wildly unbalanced for those players taking them.</p><p>this has to do more with the type of games i like to play than with game design, but, again, i found OD&D and AD&D easier to customise in the way i wanted.</p><p></p><p></p><p>not really. i've seen people that know 3.x in and out telling me "if you remove this you will end up with that. these are some options to balance things out, IF you want to", but i don't feel that i would be confident enough with the new ruleset to do that straight away.</p><p></p><p>and besides, if i can't use older books (like i couldn't if i used, say, GURPS), and if i need to work to change the system to do what i like, why buying the books to begin with? i could play another game that i already have and face a similar kind of work. why spending money on something that i won't be able to use effortlessly?</p><p></p><p>(granted, i don't know yet, if this is the case. i'm just saying.)</p><p></p><p></p><p>you have transparency in 3e, too. what i want to make the system easily customizable is simple *rules*... which doesn't mean a simple logic behind the existing rules, but rules that are light enough to be "corrected" without taking a degree in game design <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue    :p"  data-smilie="7"data-shortname=":p" /></p><p></p><p></p><p></p><p>2e with all the kits, the proficiencies (that weren't in 1e core), different magic systems found in PO books, psionics, and so on. was a <em>different game</em>, too. only, the differences weren't so big that i couldn't take a 1e adventure and run it pretty much straight out of the book.</p><p></p><p></p><p></p><p>exactly. i could do that using GURPS, so that i could also insert random bits of totally "unD&Dish" that might appeal to my players. like futurist technology, for example (can you tell i just bought Dark Heresy and i can't wait to see what they did in it?!? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue    :p"  data-smilie="7"data-shortname=":p" />)</p><p></p><p></p><p></p><p>yes, that is indeed good news. if it's just a matter of "every other efreet in the world has Str 15, and these standard attacks, but this one is different" i don't care. if i have to spend time giving feats and skills to each and every creature in a given adventure, no thanks... but it doesn't look the case, if what i've seen about monsters turns out to be true.</p></blockquote><p></p>
[QUOTE="Spell, post: 4013755, member: 19718"] oh, i love them, too. only they are expensive, require storage room i haven't got, and aren't too easy to move around when i move to another nation for months to an end. RPG books are a bitch, too... but i can buy pdfs, or scan mine, or just bring those that i might really be needing. you see, that's why i am not too happy about the design people. there are ways to cater for minority sectors, too. like writing a very short "free form combat" chapter, and then add the "advanced tactical combat" rules in a subsequent meaty one, for example. it would probably take 3 more pages off the PHB or DMG. what's that, 15 spells less, if that many? i'm not going to comment on the "silliness". suffices to say that i don't necessarily want to implement the idea of feats (especially if they start to become superpowers, more than "special moves"). or that, if i want to remove magical items because it fits my campaign world, i don't want to give arbitrary (as in: "without a logical in game explanation") bonuses to some classes because the game would be wildly unbalanced for those players taking them. this has to do more with the type of games i like to play than with game design, but, again, i found OD&D and AD&D easier to customise in the way i wanted. not really. i've seen people that know 3.x in and out telling me "if you remove this you will end up with that. these are some options to balance things out, IF you want to", but i don't feel that i would be confident enough with the new ruleset to do that straight away. and besides, if i can't use older books (like i couldn't if i used, say, GURPS), and if i need to work to change the system to do what i like, why buying the books to begin with? i could play another game that i already have and face a similar kind of work. why spending money on something that i won't be able to use effortlessly? (granted, i don't know yet, if this is the case. i'm just saying.) you have transparency in 3e, too. what i want to make the system easily customizable is simple *rules*... which doesn't mean a simple logic behind the existing rules, but rules that are light enough to be "corrected" without taking a degree in game design :p 2e with all the kits, the proficiencies (that weren't in 1e core), different magic systems found in PO books, psionics, and so on. was a [i]different game[/i], too. only, the differences weren't so big that i couldn't take a 1e adventure and run it pretty much straight out of the book. exactly. i could do that using GURPS, so that i could also insert random bits of totally "unD&Dish" that might appeal to my players. like futurist technology, for example (can you tell i just bought Dark Heresy and i can't wait to see what they did in it?!? :p) yes, that is indeed good news. if it's just a matter of "every other efreet in the world has Str 15, and these standard attacks, but this one is different" i don't care. if i have to spend time giving feats and skills to each and every creature in a given adventure, no thanks... but it doesn't look the case, if what i've seen about monsters turns out to be true. [/QUOTE]
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