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L&L 1/7/2013 The Many Worlds of D&D
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<blockquote data-quote="I'm A Banana" data-source="post: 6157173" data-attributes="member: 2067"><p>It's important that this (a) involves no maths, (b) involves no encounter re-calibration (outsiders, as you say, are Just Better), and (c) is at a pretty low chance of occurring. All of which are good things. </p><p></p><p>Of course, were I to do this change in 3e for my own table, I wouldn't even touch the numbers. I'd just say "Elementals are Outsiders now." And the player who pointed out that Outsider have more skill points (or whatever) would get RULE ZERO'd, because that's not how I roll. Which would give me about the same amount of things to change in the rules.</p><p></p><p>It's about the same satisfying, which is to say, not very. It gets the job done in both cases, and it'll work on the fly, but I'd really like a game that did more than that. 4e got closest to it with how it did themes and templates, but then kind of dropped the ball and rarely ever used those tricks, and never really showed us how those tricks were used to build its own critters so that we could rip them out and replace them with our own ideas (sort of, with the monster construction rules, but these were pretty broad and general). The design elements were there, but they weren't used much to show you how you could change the game.</p><p></p><p>But yeah, <a href="http://www.enworld.org/forum/content.php?1057-How-Can-I-Make-4e-Into-A-Gritty-Survival-Game" target="_blank">4e's more tinker-friendly than 3e generally speaking, if you know how the chassis works</a>. Which isn't to say that 3e is BAD at it, just that Rule Zero doesn't necessarily show you how the balance is going to change when changing seemingly minor things. 4e's quite a bit more transparent.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 6157173, member: 2067"] It's important that this (a) involves no maths, (b) involves no encounter re-calibration (outsiders, as you say, are Just Better), and (c) is at a pretty low chance of occurring. All of which are good things. Of course, were I to do this change in 3e for my own table, I wouldn't even touch the numbers. I'd just say "Elementals are Outsiders now." And the player who pointed out that Outsider have more skill points (or whatever) would get RULE ZERO'd, because that's not how I roll. Which would give me about the same amount of things to change in the rules. It's about the same satisfying, which is to say, not very. It gets the job done in both cases, and it'll work on the fly, but I'd really like a game that did more than that. 4e got closest to it with how it did themes and templates, but then kind of dropped the ball and rarely ever used those tricks, and never really showed us how those tricks were used to build its own critters so that we could rip them out and replace them with our own ideas (sort of, with the monster construction rules, but these were pretty broad and general). The design elements were there, but they weren't used much to show you how you could change the game. But yeah, [URL="http://www.enworld.org/forum/content.php?1057-How-Can-I-Make-4e-Into-A-Gritty-Survival-Game"]4e's more tinker-friendly than 3e generally speaking, if you know how the chassis works[/URL]. Which isn't to say that 3e is BAD at it, just that Rule Zero doesn't necessarily show you how the balance is going to change when changing seemingly minor things. 4e's quite a bit more transparent. [/QUOTE]
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