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How did 4e take simulation away from D&D?
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<blockquote data-quote="TwoSix" data-source="post: 5523323" data-attributes="member: 205"><p>I like what you're saying. I'd like to see a future version where the game design starts with the powers. Weapon attacks, arcane spells, skill powers...a large pool of powers that control all the in-game effects that could exist. Make these powers as fluff-based as possible. Weapon attacks should be strength or dexterity based. Define limitations for what effects arcane or divine or primal can accomplish, and then make powers to support them. </p><p></p><p>Then build classes around what the classes should be able to accomplish. Design custom powers if needed, but most of their powers should come from the common power pool. Design class features that augment the powers to allow them to fulfill the intended role of the class. (Don't make the 3e mistake of assuming role will simply emerge naturally from archetypal class features!) For example, fighter class features might allow immobilization of adjacent enemies when using a weapon feature. Rogues might add extra damage to weapon powers with light weapons.</p></blockquote><p></p>
[QUOTE="TwoSix, post: 5523323, member: 205"] I like what you're saying. I'd like to see a future version where the game design starts with the powers. Weapon attacks, arcane spells, skill powers...a large pool of powers that control all the in-game effects that could exist. Make these powers as fluff-based as possible. Weapon attacks should be strength or dexterity based. Define limitations for what effects arcane or divine or primal can accomplish, and then make powers to support them. Then build classes around what the classes should be able to accomplish. Design custom powers if needed, but most of their powers should come from the common power pool. Design class features that augment the powers to allow them to fulfill the intended role of the class. (Don't make the 3e mistake of assuming role will simply emerge naturally from archetypal class features!) For example, fighter class features might allow immobilization of adjacent enemies when using a weapon feature. Rogues might add extra damage to weapon powers with light weapons. [/QUOTE]
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How did 4e take simulation away from D&D?
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