Joshua Randall
Hero
Exactly, because we all know a game that feels too much like a wargame is in no way reflective of D&D's history. /s
Right, though PARTLY I feel like the traditions might be more interesting if they are a bit more esoteric. Like, basically in HoML you have power sources (and 'arcane' is not one of them). Every 'power' is keyed to one, and they have some significant game effects, a lot like 4e's version, but treated in a 'less is more' way. So, then you could have 'methodologies', which would be tags that deal with what traditions have developed which powers. 4e kind of does that under class really. So, now there wasn't much in 4e for a 'school' to do! But in another game there could be some simple typing, like I've identified 'enchantment', 'evocation', 'summoning', 'necromancy', and 'divination' as POTENTIALLY coherent categories, but you could easily go by something less concrete, like some sort of ancient traditions based on some academies and cabals that existed 1000's of years ago (and maybe still do) that practice certain styles of magic, but maybe not totally exclusively (and the lineage of any given power or practitioner could be complex).Oh. Only that if we asked multiple people to group the spells into the different traditions (even with guidelines), it's likely that people would not reproduce the associated spell traditions with much accuracy. The traditions don't exactly have the strongest thematics and/or aesthetics that make such judgment calls easy for people. If I asked someone to do the same with SotDL and/or Fantasy AGE, then I suspect that it would be much easier for people to do so or with greater accuracy, but these are games that have magical traditions like Fire, Cold, Illusion, Death, Metal, Shadow, etc.
D&D is not the numbers (numbers are there in service to the narrative?) ... is that the Wrecan quote that applies? or am I misremembering or is the context perfect (was never sure I agreed with him he should resurrect from the beyond so we can have a long chat)I don't disagree with this. But unfortunately, most people couldn't look any further than the mechanics of the game, which is all that mattered for many. It is, after all, still a game. And for many players, the play is more important than the implied narrative.
I feel 4e never did that because the classes were the most complex and expansive in any generation.Sadly 4e never gave us guidance on making our own classes, paragon paths, nor epic destinies.
Essentials certainly continued with the good monster vibes, though more in terms of its updated MVs vs actually anything new in the "how to do it" department. Honestly I never got a DMK, so maybe I have missed some gem of wisdom there... Still it was good.re: make up things --
4e gave us the first really good guidance on monster creation (it's literally the first edition in which I felt competent at making monsters that actually worked mechanically).
4e also gave us some less-good guidance on making NPC henchmen types.
Sadly 4e never gave us guidance on making our own classes, paragon paths, nor epic destinies.
I'd like to believe there were some internal guidelines particularly around the latter two (PPs and EDs) but I half suspect the real internal process was "Eh, wing it".
Speaking to the bartender: "I'll have what he's having..."I'm hoping that if we wait long enough, 4e will become retro-cool and we'll have a 4e School Revolution (4SR).
Wizards will actually open-source the 4e rules. There will be an explosion of 4SR materials, including stuff like how to create classes / PPs / EDs to allow for maximum customization.
Meanwhile, one of the DDI developers will reveal he kept a copy of the code repo, which Wizards also approves for open sourcing. Hard working 4SR fans clean up the code to make it run on modern frameworks as well as make it much better and more extensible, allowing for the creation of new software tools to go alongside a rewritten character builder and monster builder.
A golden age of 4SR shines its glorious light across the world!
...
Hey, a man can dream.
I dunno if the reason you mention makes sense because, from where I'm standing, the problem with 4e was that it was TOO MUCH of a 'game'. Apparently a lot of D&D paler don't like to be reminded they're playing a game. It breaks the immersion and all that stuff.I don't disagree with this. But unfortunately, most people couldn't look any further than the mechanics of the game, which is all that mattered for many. It is, after all, still a game. And for many players, the play is more important than the implied narrative.
There might be something happening.... hmmm let me see.I'm hoping that if we wait long enough, 4e will become retro-cool and we'll have a 4e School Revolution (4SR).
Wizards will actually open-source the 4e rules. There will be an explosion of 4SR materials, including stuff like how to create classes / PPs / EDs to allow for maximum customization.
Meanwhile, one of the DDI developers will reveal he kept a copy of the code repo, which Wizards also approves for open sourcing. Hard working 4SR fans clean up the code to make it run on modern frameworks as well as make it much better and more extensible, allowing for the creation of new software tools to go alongside a rewritten character builder and monster builder.
A golden age of 4SR shines its glorious light across the world!
...
Hey, a man can dream.
Shared power source pools is something I kind of wish 4e had done. If you're a martial class, choose from the martial powers list. Want some magic? Pick up a multiclass feat for an arcane class to choose arcane powers (so really, not much of a change to the initial multiclassing rules).I feel 4e never did that because the classes were the most complex and expansive in any generation.
If 4e had did shared power source pools of powers, then it could do it. Both both AEDU and Essential classes would take up several pages to do such guidance.
I'm experimenting with an even less restricted paradigm. Powers have an associated source, but you don't HAVE to be attuned to that source to use the power. You simply have to be attuned to it to drop RIDERS on top of it. That is, you only have riders from your source, and you can't spend power points to enhance an effect (which is basically just a slightly different way of saying "get a daily use") without that attunement. So, a fighter can unleash a really potent "Spend a PP and add a rider to a basic at-will to make it into awesome thingy" and a wizard could still access the basic 'at-will', if they have the right boon, they just can't pump it up. This cuts WAY back on the numbers of powers required, and pretty much provides the equivalent of hybrid/MC. You can always try to become attuned to several power sources if you want, though you only ever get the class features of your actual base class (which generally includes your role-defining riders).Shared power source pools is something I kind of wish 4e had done. If you're a martial class, choose from the martial powers list. Want some magic? Pick up a multiclass feat for an arcane class to choose arcane powers (so really, not much of a change to the initial multiclassing rules).
Then you could have abilities and modifiers lie in the classes so that a fighter hits with a martial power and marks their enemies, a warlord hits with a martial power and grants allies a bonus to hit. You miss out on powers that were enhanced by specific builds, but maybe the class abilities could address that to bring it back in rather than relying on specific powers.
I'm not disagreeing with this, either. But I did not mean to imply that it was the only reason. Obviously, different people have different expectations. And sometimes the differences are shared.I dunno if the reason you mention makes sense because, from where I'm standing, the problem with 4e was that it was TOO MUCH of a 'game'. Apparently a lot of D&D paler don't like to be reminded they're playing a game. It breaks the immersion and all that stuff.
Shared power source pools is something I kind of wish 4e had done. If you're a martial class, choose from the martial powers list. Want some magic? Pick up a multiclass feat for an arcane class to choose arcane powers (so really, not much of a change to the initial multiclassing rules).
Then you could have abilities and modifiers lie in the classes so that a fighter hits with a martial power and marks their enemies, a warlord hits with a martial power and grants allies a bonus to hit. You miss out on powers that were enhanced by specific builds, but maybe the class abilities could address that to bring it back in rather than relying on specific powers.
Class | Martial At-Will | Martial Encounters | Martial Dailies | Arcane Encounters | Arcane Dailies | Divine Encounters | Divine Dailies | Primal Encounters | Primal Dailies | Shadow Dailies | Psionic Dailies |
---|---|---|---|---|---|---|---|---|---|---|---|
Fighter | X | X | X | ||||||||
X | X | X | |||||||||
Rogue | X | X | X | ||||||||
Warlord | X | X | X | ||||||||
Alchemist | X | X | X | ||||||||
Assassin | X | X | |||||||||
Berserker | X | X | |||||||||
Blackguard | X | ||||||||||
Brawler | X | X | X | ||||||||
Crusader | X | X | |||||||||
Gadgeteer | X | X | X | ||||||||
Knight | X | X | |||||||||
X | X | X | |||||||||
Runepriest | X | X | X | ||||||||
Skald | X | X | X | ||||||||
Slayer | X | X | |||||||||
Thief | X | X |
Shared power source pools is something I kind of wish 4e had done. If you're a martial class, choose from the martial powers list. Want some magic? Pick up a multiclass feat for an arcane class to choose arcane powers (so really, not much of a change to the initial multiclassing rules).