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General Tabletop Discussion
D&D Older Editions
How To Clone 4E Using 5E Rules
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<blockquote data-quote="Jacob Lewis" data-source="post: 7613111" data-attributes="member: 6667921"><p>I would recommend focus on Heroic tier (levels 1-10) first. Don't concern yourself with the higher powered experiences that will introduce more complexity and potentially game-breaking abilities until you nail down the fundamentals. Keep it simple. Keep it basic. Make it work. If you can't make it interesting enough for the first ten levels of play, which is the tier played by most, then very few are going to hang around long enough to deal with the issues of Paragon or Epic. </p><p></p><p>Even now, few adventures or campaigns reach level 20. Why waste time and effort balancing for encounters that few groups ever reach. It can wait. Plus, that allows more space for a more robust game at entry level without needing more supplements or splat books to fill in the gaps. </p><p></p><p>The biggest change in features that separates 4e from the others is the removal of the dreadful Vancian spell system and the plethora of spells and spell-like abilities. Of course, it replaced them with a plethora of powers and spells converted into powers that were more limited and more restricted, but I believe there is a space between the extremes to come up with something better. Don't be afraid to experiment with new ideas and new mechanics to make it work. Action points, healing surges, and some other ideas should be repurposed and redefined, and some new innovations wouldn't hurt.</p><p></p><p>Finally, don't just reskin existing ideas into the same thing again. If it looks like 4e and acts like 4e, then you might as well play 4e with some house rules. </p><p></p><p>That is all.</p></blockquote><p></p>
[QUOTE="Jacob Lewis, post: 7613111, member: 6667921"] I would recommend focus on Heroic tier (levels 1-10) first. Don't concern yourself with the higher powered experiences that will introduce more complexity and potentially game-breaking abilities until you nail down the fundamentals. Keep it simple. Keep it basic. Make it work. If you can't make it interesting enough for the first ten levels of play, which is the tier played by most, then very few are going to hang around long enough to deal with the issues of Paragon or Epic. Even now, few adventures or campaigns reach level 20. Why waste time and effort balancing for encounters that few groups ever reach. It can wait. Plus, that allows more space for a more robust game at entry level without needing more supplements or splat books to fill in the gaps. The biggest change in features that separates 4e from the others is the removal of the dreadful Vancian spell system and the plethora of spells and spell-like abilities. Of course, it replaced them with a plethora of powers and spells converted into powers that were more limited and more restricted, but I believe there is a space between the extremes to come up with something better. Don't be afraid to experiment with new ideas and new mechanics to make it work. Action points, healing surges, and some other ideas should be repurposed and redefined, and some new innovations wouldn't hurt. Finally, don't just reskin existing ideas into the same thing again. If it looks like 4e and acts like 4e, then you might as well play 4e with some house rules. That is all. [/QUOTE]
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