CroBob
First Post
Yes
Well, I am saying I find them to be uninsteresting and not very distinct.
Exactly what aspects do you look for when defining things as distinct and interesting?
Yes
Well, I am saying I find them to be uninsteresting and not very distinct.
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The different level progressions allow for characters that don't get as much sizzle (like say spellcasters) the advantage of early advancement and all that entails (HP, class abiitities, etc), and forces characters with some of that sizzle to wait. For me it always worked well. I don't think they will go back to it, nut if you are trying to balance over the campaign rather than perfectly balancing each character to the encounter (something I find pretty dull) it is a good place to start.
Exactly what aspects do you look for when defining things as distinct and interesting?
Sure, I see what you're saying. However if we take a class that gets less per level while leveling faster, and compare it to a class that gains more per level and levels at a slower rate, they should average out to the same amount of power per XP, right?
No. Unless i am missing a piece of your reasoning here.
I look for mechanical and flavor variations from class to class. 4e charqcters are all mechanically very similar (built around dailies, encounters, etc). The characters are all pretty much good in combat, for example. I dob't know 4e feels like a well coordinated football team not a motley group of adventurers to me.
Well, that is always an interesting question. Of course it is sort of a kind of 'slippery slope' sort of thing. Eventually there's a point where anyone will start to feel that they're not playing D&D anymore. Of course that point is going to be different for everyone. I can only guess where that line is for me. For me 4e is still in the realm of D&D. It has basically the same classes, races, hit points that work pretty much like they always did, combat isn't that much different basically. The genre and feel are pretty close overall. I think a 5e that was largely a tweaked 4e would likely be even closer in feel to older editions without any radical mechanical changes. Personally I don't have a huge need for anything to change a whole lot, most of it worked well enough.Are you suggesting an entirely new system could be acceptable to you or are there some sacred cows you are not willing to slaughter? Because if an entirely new system presents itself which is vastly superior, would you object to it due to it being so different? and if yes, why? I'm merely asking here - because I wonder how far YOU are willing to go for a new system.
I look at it as a 'complexity budget'. Players only have so much mental bandwidth to dedicate. What 4e did was streamline a LOT of the mechanics and thus reduce the workload on people at the table, shift it to activities and times where it was easier to deal with, and just generally make things easier on everyone. Then they had a good chunk of that budget freed up which they could spend on more complex character features, tactical combat options, etc.This is not as complicated as you make it out to be. White Wolf has been using a similar system for years and its no more complex than what we are using now. The Summerland RPG even uses a variation of this system where the player motivates what attribute s/he wants to use and the Storyteller decides based on the motivation. And it works fine. So really this isnt a deal breaker.
Also unfortunately 4E (which I play and I enjoy) is rather thin in skills for my taste.
Personally I don't advocate leaving any of the existing subsystems behind. I think 'forging ahead' at THIS point in time is ideally a fairly restrained iterative process. We have a system that generally works quite well. Where it has issues they seem to have very little to do with failings of mechanics. They're more in the realm of things like "the numbers for monsters don't feel quite right" and such.Truthfully I'm torn - do we carry all these sickly bloated cows into the new edition (traditionalist) or do we instead forge ahead and leave archaic system of hit points, armour class, healing surges and the like behind - since we are never ever going to agree (just look at these boards!!!)
My final verdict, with a heavy heart, is to adopt White Wolf's RPG system -its truly superior in every way.
Realistic Wounds System, Conviction for Morale, Wits for Initiative, Combat Expertise (including Archery) becomes a Skill as it should be, Better Skill System, Faster Combat Scenes, Easier multi-classing system, Willpower instead of Action Points, Faith for Clerics, Traits and Flaws for better roleplaying, Backgrounds are present and the "Magic" works better, Comeliness for the win, no silly Saving Throws, Great Advancement System/XP...etc
With only a few minor adjustments it would be the ideal D&D system...
Well, the way I see it the 17 skills that 4e has FAIRLY clearly define themselves. Ability scores are a lot fuzzier. Should 'willpower' be a function of WIS or CHA? How about knowing some fact or how to do something? It is always reasonably arguable between a couple of abilities, sometimes you could make good cases for any of 3 choices. Of course it is possible for a task to fall somewhere between or outside the 17 skills, but most of those cases aren't going to unequivocally fall into one ability score either. In your proposed system you have TWO levels of choices. You have a choice of ability scores AND a choice of skills. The more precisely you define the skills the narrower they get too, and the more likely they are to become proscriptive (IE you need skill X to be able to do something at all). That creates a new set of issues. There's also a tendency in an open-ended list for the size of the list to expand to a point where it isn't at all clear what skill to apply when something doesn't quite fall into any of them.That's really not true, though. The DM has only to choose which stat applies, and the player can state that he's good at that and his skill applies. The Dm may argue, and maybe he should, but I don't think players or DMs who try to use the system against the other should be a serious consideration for the rules themselves. Further, there would still be a list of skills to choose from (with a description of what situations they apply to) to avoid off the wall BS, and an option for the DM and player to make their own skills up.
IMHO you can get equally interesting class features and feats in 4e's system. There are TONS of feats and powers (and other stuff) that feed into doing specific tasks, all without dealing with extra variables. I don't think your system prevents anything, it isn't a bad system. I just think it increases complexity and I can't come up with a clear advantage. Since it is really impossible to address people's preferences by analysis of game mechanics there's not much we can say about that.I don't see how my proposed system would prevent adding bonuses to skills OR to specific stats checked, or whatever. My system is essentially the same as the current one, just more flexible. More importantly, it would allow for more interesting class features or feats, as they'd apply to 2 variables instead of only one, and would therefore appeal to gamers who like to focus on skills as much or more than combat.
I don't see the cost. It's still 1. Player attempts something, 2. DM calls for a kind of roll, 3. Player makes the roll, 4. DM determines success.
This kind of logic is like saying that if you want to make a muscle car you have to use 1960's technology because it is 'classic'.
Then you desire a game where classes are simply not balanced, power-wise? I seem to recall you saying the quick advancement of the fighter made up for having less power than other classes. Of you're not interested in balance, why argue about it at all?