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General Tabletop Discussion
*Pathfinder & Starfinder
Monsters are more than their stats
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 4179167" data-attributes="member: 710"><p>I think the reason why 4E appeals to me is that it seems a lot easier to build what I want to build. I don't have to jump through hoops of HD advancement, skill point and feat allocation and looking through spells to replicate a special effect I want. I just create the monster following basic guidelines, and add one unique power. Yes, I am constrained by some building blocks (like shifts, action type, typical damage and so on), but I only have to do this for exactly the part of the monster I require. The rest is done automatic. Oh, and I probably will have the exact level and XP value for the monster at the same time, too. </p><p></p><p>If I want, say, create a "themened" adventure, maybe where most opposition consists of Goblins, I can pick the 3-8 provided Goblinoids from the MM and be ready. I don't have to manually create 4-6 different types of Goblins by adding class levels and selecting powers.</p><p></p><p>The difference between 3E and 4E seems that I only need to use the 4E tools if I really want to. I don't need to work with the "skill point" tool when I just want to improve a monsters spellcasting. The side effects of each single modification I want to make is a lot easier to handle then in 3E. The extra work to do things "right" in 3E meant it limited my creativity. I might have give me a lot of inspirations, but the "transpiration" caused by implementing my ideas were a hindrance. I only learned that I could ignore a lot of this stuff without anyone ever noticing or being bothered about it (excluding me, I sometimes feel like a dirty cheater <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> )</p><p></p><p>And that's not even discussing the fact that 4E promises me rules for skill challenges or rules for quests, so I am finally not just guessing if non-combat activity is work some X. </p><p>Or gives me something like "tiers" that give me a good indicator of what kind of stories will be told and what kind of adventures can work at every level.</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 4179167, member: 710"] I think the reason why 4E appeals to me is that it seems a lot easier to build what I want to build. I don't have to jump through hoops of HD advancement, skill point and feat allocation and looking through spells to replicate a special effect I want. I just create the monster following basic guidelines, and add one unique power. Yes, I am constrained by some building blocks (like shifts, action type, typical damage and so on), but I only have to do this for exactly the part of the monster I require. The rest is done automatic. Oh, and I probably will have the exact level and XP value for the monster at the same time, too. If I want, say, create a "themened" adventure, maybe where most opposition consists of Goblins, I can pick the 3-8 provided Goblinoids from the MM and be ready. I don't have to manually create 4-6 different types of Goblins by adding class levels and selecting powers. The difference between 3E and 4E seems that I only need to use the 4E tools if I really want to. I don't need to work with the "skill point" tool when I just want to improve a monsters spellcasting. The side effects of each single modification I want to make is a lot easier to handle then in 3E. The extra work to do things "right" in 3E meant it limited my creativity. I might have give me a lot of inspirations, but the "transpiration" caused by implementing my ideas were a hindrance. I only learned that I could ignore a lot of this stuff without anyone ever noticing or being bothered about it (excluding me, I sometimes feel like a dirty cheater ;) ) And that's not even discussing the fact that 4E promises me rules for skill challenges or rules for quests, so I am finally not just guessing if non-combat activity is work some X. Or gives me something like "tiers" that give me a good indicator of what kind of stories will be told and what kind of adventures can work at every level. [/QUOTE]
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