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Misconceptions about 3.5...Answers
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 4620050" data-attributes="member: 710"><p>I am actually no longer convinced it is all that modular. (But I am not convinced that 4E would be any more modular). At least not more modular then other systems.</p><p></p><p>I mean, I could change a lot in Shadowrun 4.0, too. The way you earn Karma or improve skills. You could use the skill ratings and use them totally different. You could remove the magic or the cyberware system entirely. </p><p></p><p>Adding a new magic system for Warhammer 2e, a different skill resolution mechanic, they almost all look a easy - if not easier then in D&D 3E and 4E.</p><p></p><p>One of the primary reasons I see for this is because both editions have a way to measure character power vs monster power. And this is one of the best features for easy DMing, but also one of the worst for modularity, because suddenly assumptions like "magical items by level", "spells per day/encounter" or "encounter/day" all affect this.</p><p></p><p>If you can go without this system, maybe it works. But I really don't want to lose that. </p><p></p><p>The difficult task in D&D here seems to be figuring out how to replace a part of the game system with a new one without affecting this power balance (except maybe where you do it intentionally, like boosting non-spellcasters or weakening spell-casters). </p><p>I find this in many aspects harder in 3E then in 4E, because the effects of certain rules are harder to gauge on this. Remove magical items, and certainly all numbers are off - but you don't know how, because what boost items should I expect at each level? Can I expect "optimum" items at each level - what did the designers expect?</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 4620050, member: 710"] I am actually no longer convinced it is all that modular. (But I am not convinced that 4E would be any more modular). At least not more modular then other systems. I mean, I could change a lot in Shadowrun 4.0, too. The way you earn Karma or improve skills. You could use the skill ratings and use them totally different. You could remove the magic or the cyberware system entirely. Adding a new magic system for Warhammer 2e, a different skill resolution mechanic, they almost all look a easy - if not easier then in D&D 3E and 4E. One of the primary reasons I see for this is because both editions have a way to measure character power vs monster power. And this is one of the best features for easy DMing, but also one of the worst for modularity, because suddenly assumptions like "magical items by level", "spells per day/encounter" or "encounter/day" all affect this. If you can go without this system, maybe it works. But I really don't want to lose that. The difficult task in D&D here seems to be figuring out how to replace a part of the game system with a new one without affecting this power balance (except maybe where you do it intentionally, like boosting non-spellcasters or weakening spell-casters). I find this in many aspects harder in 3E then in 4E, because the effects of certain rules are harder to gauge on this. Remove magical items, and certainly all numbers are off - but you don't know how, because what boost items should I expect at each level? Can I expect "optimum" items at each level - what did the designers expect? [/QUOTE]
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