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Legend Lore says 'story not rules' (3/4)
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<blockquote data-quote="KidSnide" data-source="post: 6095608" data-attributes="member: 54710"><p>That's interesting because when I look at D&DN, I see character gen mechanics in the style of 3e with the design discipline of 4e. Right now, it looks like they are working on a single spell casting mechanic shared by the spell casting classes and a single fighting mechanic shared by the weapon using classes. Yes, there are also special class abilities (the "chaotic jumble", as it were), but it looks like they are starting with a core sense of the baseline effectiveness of a front-line weapon user and the baseline effectiveness of primary spell caster and then modifying the classes from there. The objective here (which I see progress towards, but is by no means complete) is a class system that allows the unique mechanical feel of 3e classes with the underlying balanced mechanics learned from their experience with 4e. </p><p></p><p>Maybe that's an organized jumble, but the very act of trying to rebuild a system in the style of 3.x (with the lessons of having built 4e) has the potential to solve many of the problems that 3.x had built-in from the beginning.</p><p></p><p>And, to your earlier point, I think the early discussions about D&DN allowing BECMI, 3.x and 4e style games were widely misinterpreted. All "4e-style" means in this context is that (1) the character generation system will have a lot of optional customization, (2) you'll be able to play 4e / Delve style tactical combat with a battlemap, (3) there will be rules support for the most important 4e-isms like Dragonborn and (4) with the right rules modules, you'll be able to get some kind of encounter-based refreshing of some character abilities. I'm sure reasonable people could disagree, but that looks like "enabling 4e-style games" to me, and it looks like a perfectly achievable goal.</p><p></p><p>-KS</p></blockquote><p></p>
[QUOTE="KidSnide, post: 6095608, member: 54710"] That's interesting because when I look at D&DN, I see character gen mechanics in the style of 3e with the design discipline of 4e. Right now, it looks like they are working on a single spell casting mechanic shared by the spell casting classes and a single fighting mechanic shared by the weapon using classes. Yes, there are also special class abilities (the "chaotic jumble", as it were), but it looks like they are starting with a core sense of the baseline effectiveness of a front-line weapon user and the baseline effectiveness of primary spell caster and then modifying the classes from there. The objective here (which I see progress towards, but is by no means complete) is a class system that allows the unique mechanical feel of 3e classes with the underlying balanced mechanics learned from their experience with 4e. Maybe that's an organized jumble, but the very act of trying to rebuild a system in the style of 3.x (with the lessons of having built 4e) has the potential to solve many of the problems that 3.x had built-in from the beginning. And, to your earlier point, I think the early discussions about D&DN allowing BECMI, 3.x and 4e style games were widely misinterpreted. All "4e-style" means in this context is that (1) the character generation system will have a lot of optional customization, (2) you'll be able to play 4e / Delve style tactical combat with a battlemap, (3) there will be rules support for the most important 4e-isms like Dragonborn and (4) with the right rules modules, you'll be able to get some kind of encounter-based refreshing of some character abilities. I'm sure reasonable people could disagree, but that looks like "enabling 4e-style games" to me, and it looks like a perfectly achievable goal. -KS [/QUOTE]
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Legend Lore says 'story not rules' (3/4)
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