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Looking for thoughts on my kitbashed 4E
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<blockquote data-quote="AbdulAlhazred" data-source="post: 7244925" data-attributes="member: 82106"><p>There are certainly a few problems with 'odd-shaped' characters. If you're very large that definitely causes some issues in combat, but it can create issues in other aspects of play as well. The tiny pixie creates a few, but less, of the same sort of issues (can go where others cannot follow for example). I mean, depending on the sort of style of play, this isn't a terrible thing, but then 4e set out to provide a very consistent play experience for all sorts of builds, and a tactically-centered game. It was a challenge for the designers. </p><p></p><p>Your 'RQ Solution' is of course fraught. It is a case of the general design pattern of 'balance an advantage with a disadvantage', which time and experience have pretty much shown to be of questionable value. </p><p></p><p>This is one reason for somewhat de-emphasizing the super detailed tactical level of play that exists in 4e. If you instead emphasize things like surprise, terrain, cover, morale, etc. then you can play a highly tactical game, but on a slightly different plane where its not so utterly critical if you occupy 4 squares of space instead of 1. Then you can relax your restrictions on the 'fit' of characters to the system a bit. So for instance a Centaur might work a lot better in that kind of a game, where its bulk might be not so advantageous, though its speed might be quite handy.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 7244925, member: 82106"] There are certainly a few problems with 'odd-shaped' characters. If you're very large that definitely causes some issues in combat, but it can create issues in other aspects of play as well. The tiny pixie creates a few, but less, of the same sort of issues (can go where others cannot follow for example). I mean, depending on the sort of style of play, this isn't a terrible thing, but then 4e set out to provide a very consistent play experience for all sorts of builds, and a tactically-centered game. It was a challenge for the designers. Your 'RQ Solution' is of course fraught. It is a case of the general design pattern of 'balance an advantage with a disadvantage', which time and experience have pretty much shown to be of questionable value. This is one reason for somewhat de-emphasizing the super detailed tactical level of play that exists in 4e. If you instead emphasize things like surprise, terrain, cover, morale, etc. then you can play a highly tactical game, but on a slightly different plane where its not so utterly critical if you occupy 4 squares of space instead of 1. Then you can relax your restrictions on the 'fit' of characters to the system a bit. So for instance a Centaur might work a lot better in that kind of a game, where its bulk might be not so advantageous, though its speed might be quite handy. [/QUOTE]
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