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I think the era of 4th edition Dungeons and Dragons had it right. (not talking about the rules).
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<blockquote data-quote="Tony Vargas" data-source="post: 6930516" data-attributes="member: 996"><p>Heh. To be clear, my personal preference /is/ for the slow pace of releases (I've felt that way since around '95 when I gave up on 2e because it was bloating so horribly), I'd just like to see the players options rounded out. Right now they're too skewed towards 2e-emulating support and way, way too skewed towards PC caster options. </p><p></p><p>It wouldn't take much: <ul> <li data-xf-list-type="ul">A a pair of non-caster classes, one of them the Warlord, obviously (the could be something like the Warblade perhaps) - or even just the Warlord re-imagined as more than just a 'leader' with a lot of archetypes and many more new non-supernatural Fighter, Rogue, Barbarian, Ranger (and maybe even Monk) archetypes. Some sort of Bo9S supplement, for instance, or, to keep to the SCAG model, a lower-magic setting supplement. That would go further towards enabling 4e-supported styles than a mere tactical module.</li> <li data-xf-list-type="ul">A solid, flexible (both magic & not-magic takes entirely workable, old-school sci-fi/Freudian weirdness an option) take on Psionics - more than just the Mystics and assumptions of a Far-Realms link, but basically in the pipeline as we speak. </li> <li data-xf-list-type="ul">A module for magic-items/wealth-by-level assumptions, the Artificer class (and Alchemists and other high-magic/magic-as-technology/pervasive-magic goodies), and more granular player options like PrCs - an obvious place for it would be an Eberron supplement - and that'd make 3e, player-empowering styles more practical.</li> </ul><p></p><p>Three books spread over 3 years, and there'd be little left to complain about beyond missing little niche things like specific PrCs or obscure non-PH classes.</p><p></p><p>I'd prefer both: the game rounded out /and/ players being more accepting of homebrewing (because that's really the stumbling block, most DMs are OK with wielding the banhammer, adopting non-core things /they/ like, or making up their own stuff - it's when players, particularly those accustomed to the 3e style of player 'entitlement' - dig in their heels at deviating from the RAW that there are problems). There's nothing about them that's innately exclusive. Indeed, more opt-in options puts the option of homebrewing more solidly in the DM's court by creating the expectation that different things will be available at different tables.</p><p></p><p>I've done it a lot over the years, and, when I'm inspired, I can bang out something halfway decent in a matter of hours. When I'm inspired. What I'm inspired to make is not always what my players need, though. </p><p></p><p>The rules are a place to start, but right now that place is way over on the side of everyone playing a caster in a high-magic world where you have 6-8 encounters every day, and it's along uphill walk in the snow to anyplace else.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 6930516, member: 996"] Heh. To be clear, my personal preference /is/ for the slow pace of releases (I've felt that way since around '95 when I gave up on 2e because it was bloating so horribly), I'd just like to see the players options rounded out. Right now they're too skewed towards 2e-emulating support and way, way too skewed towards PC caster options. It wouldn't take much:[list] [*]A a pair of non-caster classes, one of them the Warlord, obviously (the could be something like the Warblade perhaps) - or even just the Warlord re-imagined as more than just a 'leader' with a lot of archetypes and many more new non-supernatural Fighter, Rogue, Barbarian, Ranger (and maybe even Monk) archetypes. Some sort of Bo9S supplement, for instance, or, to keep to the SCAG model, a lower-magic setting supplement. That would go further towards enabling 4e-supported styles than a mere tactical module. [*]A solid, flexible (both magic & not-magic takes entirely workable, old-school sci-fi/Freudian weirdness an option) take on Psionics - more than just the Mystics and assumptions of a Far-Realms link, but basically in the pipeline as we speak. [*]A module for magic-items/wealth-by-level assumptions, the Artificer class (and Alchemists and other high-magic/magic-as-technology/pervasive-magic goodies), and more granular player options like PrCs - an obvious place for it would be an Eberron supplement - and that'd make 3e, player-empowering styles more practical.[/list] Three books spread over 3 years, and there'd be little left to complain about beyond missing little niche things like specific PrCs or obscure non-PH classes. I'd prefer both: the game rounded out /and/ players being more accepting of homebrewing (because that's really the stumbling block, most DMs are OK with wielding the banhammer, adopting non-core things /they/ like, or making up their own stuff - it's when players, particularly those accustomed to the 3e style of player 'entitlement' - dig in their heels at deviating from the RAW that there are problems). There's nothing about them that's innately exclusive. Indeed, more opt-in options puts the option of homebrewing more solidly in the DM's court by creating the expectation that different things will be available at different tables. I've done it a lot over the years, and, when I'm inspired, I can bang out something halfway decent in a matter of hours. When I'm inspired. What I'm inspired to make is not always what my players need, though. The rules are a place to start, but right now that place is way over on the side of everyone playing a caster in a high-magic world where you have 6-8 encounters every day, and it's along uphill walk in the snow to anyplace else. [/QUOTE]
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I think the era of 4th edition Dungeons and Dragons had it right. (not talking about the rules).
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