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Community
General Tabletop Discussion
D&D Older Editions
lack of non-combat crunch is my biggest gripe with 4e atm
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<blockquote data-quote="duke_Qa" data-source="post: 4492515" data-attributes="member: 63087"><p>burntgerbil: Indeed thats probably something I would consider doing. I think the core rules will be easy enough, the main problem will be generating enough choices that are balanced and interesting. But with a core rule system its easy for others to add to the system aswell. </p><p></p><p>LostSoul: exactly, there are plenty of things out there not covered by the basic rules that have room in such a system. </p><p></p><p>eamon: I agree mostly with what you are saying. a few of the things you mention fit pretty well as rituals, there are abilities that should be more "innate"/a part of a character. One of the bonuses of this system is that telepathy and whatnot does not need to be limited to wizards and warlocks, although thats probably the sort of people that have the basis for such abilities from the get-go. gets you away from the old ways of non-casters-sux. </p><p></p><p></p><p>mlund: i havent played too many sessions of nWod yet, but i'm planning on starting it up properly with a new group now. But i've seen enough celerity users in my oWoD days <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite9" alt=":eek:" title="Eek! :eek:" loading="lazy" data-shortname=":eek:" />. </p><p>On the rest of your reply I feel it has been answered by others. It's not as much about codifying every little thing, its about finding gaps that can be filled with a rule in a positive and inspirational manner.</p><p></p><p></p><p>plane sailing(at the end as usual <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite7" alt=":p" title="Stick out tongue :p" loading="lazy" data-shortname=":p" />): orly? better get that book and have a look. </p><p>What i was planning to do next was to have a listing of abilities that we would like to see in such a system. I'm in a bit of a dry spell right now but i can try to steal the easy ones. </p><p></p><p></p><ul> <li data-xf-list-type="ul">sharp ears(skill bonus, maybe re-rolls with upgrades. this ability goes for sight, smell and whatnot aswell)[also blind and deaf characters are normal at times, perhaps some system that easily allows for such characters if they use these upgrades?]</li> <li data-xf-list-type="ul">telepath(mind-reading power, memory altering powers on higher levels, mindcontrol on even higher levels)</li> <li data-xf-list-type="ul">arcane sensitive(skill bonus to arcane checks, )</li> <li data-xf-list-type="ul">soulless(bonus to intimidate, handicaps to social situations? can't be ressurected, can be upgraded to some insane far-realm bonus/power later on?)</li> <li data-xf-list-type="ul">mercenary(bonus to streetwise in military zones, intimidate bonuses, higher levels might give better rankings and more privileges)</li> <li data-xf-list-type="ul">necromancer(powers that allows them to create undead, or at least get bonuses controlling them. might get into the murky grey zone between non-combat and combat though)</li> <li data-xf-list-type="ul">illusionist(non-combat illusions at least, but might get tricky)</li> <li data-xf-list-type="ul">polymorphing(think there already are rules for this around, but always handy. should be the cosmetic kind, but theres always ways to split that up)</li> </ul><p>plenty still out there, bleh I'm tired. and I have to help chop wood and DM a game and change my front brakes tomorrow.</p></blockquote><p></p>
[QUOTE="duke_Qa, post: 4492515, member: 63087"] burntgerbil: Indeed thats probably something I would consider doing. I think the core rules will be easy enough, the main problem will be generating enough choices that are balanced and interesting. But with a core rule system its easy for others to add to the system aswell. LostSoul: exactly, there are plenty of things out there not covered by the basic rules that have room in such a system. eamon: I agree mostly with what you are saying. a few of the things you mention fit pretty well as rituals, there are abilities that should be more "innate"/a part of a character. One of the bonuses of this system is that telepathy and whatnot does not need to be limited to wizards and warlocks, although thats probably the sort of people that have the basis for such abilities from the get-go. gets you away from the old ways of non-casters-sux. mlund: i havent played too many sessions of nWod yet, but i'm planning on starting it up properly with a new group now. But i've seen enough celerity users in my oWoD days :eek:. On the rest of your reply I feel it has been answered by others. It's not as much about codifying every little thing, its about finding gaps that can be filled with a rule in a positive and inspirational manner. plane sailing(at the end as usual :p): orly? better get that book and have a look. What i was planning to do next was to have a listing of abilities that we would like to see in such a system. I'm in a bit of a dry spell right now but i can try to steal the easy ones. [LIST] [*]sharp ears(skill bonus, maybe re-rolls with upgrades. this ability goes for sight, smell and whatnot aswell)[also blind and deaf characters are normal at times, perhaps some system that easily allows for such characters if they use these upgrades?] [*]telepath(mind-reading power, memory altering powers on higher levels, mindcontrol on even higher levels) [*]arcane sensitive(skill bonus to arcane checks, ) [*]soulless(bonus to intimidate, handicaps to social situations? can't be ressurected, can be upgraded to some insane far-realm bonus/power later on?) [*]mercenary(bonus to streetwise in military zones, intimidate bonuses, higher levels might give better rankings and more privileges) [*]necromancer(powers that allows them to create undead, or at least get bonuses controlling them. might get into the murky grey zone between non-combat and combat though) [*]illusionist(non-combat illusions at least, but might get tricky) [*]polymorphing(think there already are rules for this around, but always handy. should be the cosmetic kind, but theres always ways to split that up) [/LIST] plenty still out there, bleh I'm tired. and I have to help chop wood and DM a game and change my front brakes tomorrow. [/QUOTE]
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lack of non-combat crunch is my biggest gripe with 4e atm
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