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<blockquote data-quote="Rel" data-source="post: 4725602" data-attributes="member: 99"><p>I'll take your using of my Wounds system as a compliment. Please do let me know how it works for you.</p><p></p><p>I don't mean to be discouraging of your efforts here. And my opinions may not be all that terribly valid because we come at gaming from very different perspectives. I played 1e back when I was a kid in high school and abandoned it for Rolemaster because 1e seemed too simplistic and had no rules for non-combat skills. After a dozen years of RM (with a few other systems mixed in along the way) 3e came out and brought me back to D&D. I never played 2e at all. I liked 3e a whole lot. It's a bit surprising to me that I like 4e even better.</p><p></p><p>Since you say that you have very little experience with 3e then I'll represent to you that the magic system there clings much closer to the 1e paradigm than 4e does. You mention that you are starting to play in a 3.5 game so you are probably getting a look at what I mean by that. To me, how a system handles magic is a BIG deal from a mechanics standpoint. When you start mucking with some of those core assumptions then that can propogate through the rest of the system in unforeseen ways that may have some dire consequences for your game.</p><p></p><p>If you are fine with all the analysis necessary to identify these issues before they arise, or patient enough to deal with them when they come up, then kudos to you. I'm too lazy and impatient for that and I kind of demand that my game system start delivering up fun right from the start without a ton of extra work on my part. For my part, 4e is about 80-90% of the way to where I want it to be, right off the shelf. And the extra 10-20% of the tweaking necessary (like my wounds system and other house rules) all felt pretty easy to implement and to guage the consequences of. By contrast it sounds to me that 4e isn't nearly that far along your acceptability spectrum.</p><p></p><p>But maybe I'm wrong about that. Can you indicate what parts of 4e seem to really appeal to you? Maybe I'm missing something that makes the underlying system a better starting point than it seems to me at first blush.</p><p></p><p>Anyway, as far as the unified XP mechanics go, not only do I prefer that to the 1e way of doing things, I've tossed XP entirely from my 4e game. To me I see no reason to retain it at all. I simply have the PC's gain a level whenever I feel that they have earned it as a group. So far that has been about 1 level every three sessions and it's working out fine. Plus this way is much easier and, since the PC's are doing exactly the kinds of things within the campaign that I want them to, there is no reason for me to leave a pile of points as an incentive to do otherwise.</p></blockquote><p></p>
[QUOTE="Rel, post: 4725602, member: 99"] I'll take your using of my Wounds system as a compliment. Please do let me know how it works for you. I don't mean to be discouraging of your efforts here. And my opinions may not be all that terribly valid because we come at gaming from very different perspectives. I played 1e back when I was a kid in high school and abandoned it for Rolemaster because 1e seemed too simplistic and had no rules for non-combat skills. After a dozen years of RM (with a few other systems mixed in along the way) 3e came out and brought me back to D&D. I never played 2e at all. I liked 3e a whole lot. It's a bit surprising to me that I like 4e even better. Since you say that you have very little experience with 3e then I'll represent to you that the magic system there clings much closer to the 1e paradigm than 4e does. You mention that you are starting to play in a 3.5 game so you are probably getting a look at what I mean by that. To me, how a system handles magic is a BIG deal from a mechanics standpoint. When you start mucking with some of those core assumptions then that can propogate through the rest of the system in unforeseen ways that may have some dire consequences for your game. If you are fine with all the analysis necessary to identify these issues before they arise, or patient enough to deal with them when they come up, then kudos to you. I'm too lazy and impatient for that and I kind of demand that my game system start delivering up fun right from the start without a ton of extra work on my part. For my part, 4e is about 80-90% of the way to where I want it to be, right off the shelf. And the extra 10-20% of the tweaking necessary (like my wounds system and other house rules) all felt pretty easy to implement and to guage the consequences of. By contrast it sounds to me that 4e isn't nearly that far along your acceptability spectrum. But maybe I'm wrong about that. Can you indicate what parts of 4e seem to really appeal to you? Maybe I'm missing something that makes the underlying system a better starting point than it seems to me at first blush. Anyway, as far as the unified XP mechanics go, not only do I prefer that to the 1e way of doing things, I've tossed XP entirely from my 4e game. To me I see no reason to retain it at all. I simply have the PC's gain a level whenever I feel that they have earned it as a group. So far that has been about 1 level every three sessions and it's working out fine. Plus this way is much easier and, since the PC's are doing exactly the kinds of things within the campaign that I want them to, there is no reason for me to leave a pile of points as an incentive to do otherwise. [/QUOTE]
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