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General Tabletop Discussion
*TTRPGs General
Game design that I'm surprised didn't make it into more books
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<blockquote data-quote="The_Gneech" data-source="post: 3671559" data-attributes="member: 6779"><p>Thing is, HERO prep time (particularly for fantasy) is usually pretty quick because unlike d20, it's all <em>a la carte</em>. You want a wizard to have <em>fireball</em>? Bam, he has <em>fireball</em>, you don't have to make him a minimum of 5th level, figure out his stat increases, additional feats, and skill points.</p><p></p><p>It is true that you have to build the <em>fireball</em> "power" the first time you encounter it, which adds a bit of time. However, once it's built you can just give it to anybody you want to have it.</p><p></p><p>Anyway, to avoid derailing the thread, I think the OP is on to something. The reason I switched to <em>D&D</em> when 3.0 came out was to take advantage of all the pre-written adventures to minimize prep time. However, I discovered over time that I wasn't really saving any time, because everything I found, I ended up wanting to heavily customize anyway ... at which point the spiderweb nature of <em>D&D</em> monster/class adjustment pounded on me. <em>E-Tools</em> was a godsend in this regard, but that hit a wall when WotC yoinked the license and is prohibitively difficult to add certain types of new content to.</p><p></p><p>I am going to give the Saga Edition a try myself, because it does seem to be much simpler while still being flexible. Once that decision was made, it enabled me to chuck a lot of baggage inherent in <em>D&D</em> that had been bugging me for some time anyway. I'll still be customizing and converting, but the mechanics will be a lot simpler and I'll be able to concentrate more on making a cool setting and interesting NPCs -- without having to try to teach unwilling players a new system.</p><p></p><p>-The Gneech <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60e.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":cool:" title="Cool :cool:" data-smilie="6"data-shortname=":cool:" /></p></blockquote><p></p>
[QUOTE="The_Gneech, post: 3671559, member: 6779"] Thing is, HERO prep time (particularly for fantasy) is usually pretty quick because unlike d20, it's all [i]a la carte[/i]. You want a wizard to have [i]fireball[/i]? Bam, he has [i]fireball[/i], you don't have to make him a minimum of 5th level, figure out his stat increases, additional feats, and skill points. It is true that you have to build the [i]fireball[/i] "power" the first time you encounter it, which adds a bit of time. However, once it's built you can just give it to anybody you want to have it. Anyway, to avoid derailing the thread, I think the OP is on to something. The reason I switched to [i]D&D[/i] when 3.0 came out was to take advantage of all the pre-written adventures to minimize prep time. However, I discovered over time that I wasn't really saving any time, because everything I found, I ended up wanting to heavily customize anyway ... at which point the spiderweb nature of [i]D&D[/i] monster/class adjustment pounded on me. [i]E-Tools[/i] was a godsend in this regard, but that hit a wall when WotC yoinked the license and is prohibitively difficult to add certain types of new content to. I am going to give the Saga Edition a try myself, because it does seem to be much simpler while still being flexible. Once that decision was made, it enabled me to chuck a lot of baggage inherent in [i]D&D[/i] that had been bugging me for some time anyway. I'll still be customizing and converting, but the mechanics will be a lot simpler and I'll be able to concentrate more on making a cool setting and interesting NPCs -- without having to try to teach unwilling players a new system. -The Gneech :cool: [/QUOTE]
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