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My preferences for D&D are odd
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<blockquote data-quote="ferratus" data-source="post: 5415873" data-attributes="member: 55966"><p>For Korgoth and Kitsune, I've put a start on what I'd change about BECMI here: </p><p></p><p><a href="http://www.enworld.org/forum/d-d-legacy-house-rules/298938-how-i-would-take-rules-cyclopedia-new-school-new-post.html" target="_blank">http://www.enworld.org/forum/d-d-legacy-house-rules/298938-how-i-would-take-rules-cyclopedia-new-school-new-post.html</a></p><p></p><p>The thing that makes me really odd I think, is that I want to incorporate 4e innovations onto old school play-style. It seems to be a very strong fissure where people who desire the old-school play style reject everything about 4e because it has a powers system. That's why you see a few 1e/3e blends but nobody seems to be itching to blend 4e and Basic/1e/2e like I am.</p><p></p><p>I also think I'm odd because I don't want to scale upwards in character power ad infinitum, with bigger and bigger monsters and damage rolls. I like developing the character, but I'm bored of that after 6 months to a year, and then change either the focus of the campaign or start a new campaign. I find the idea of 20 or 30 levels of power-ups to be an insufferable grind.</p><p></p><p>So I understand now why they capped the Hit Dice of their classes at 9 or 10 HD. I just don't understand why they didn't develop rules for realm management and gave you henchmen and followers that you had to babysit rather than use and spend. Why not rules for followers giving XP to their lord through their adventures? Why not rules for how to play politics or build your own dungeon? </p><p></p><p>There was birthright I suppose (eventually) but that came with its own setting and rules assumptions that were different from the core game. I also don't understand why spell-casters kept getting exponentially tougher while the martial classes languished.</p><p></p><p>As for my task of homebrewing, I'm finding the biggest difficulty for my D&D homebrew is blending non-minis and minis play. Sure, I can use minis with the editions 1-3, but it doesn't really take advantage of the medium for exciting skirmish play like 4e does. However, I don't want to have two sets of monster stats and character rules for all of the exploration encounters and the tactical miniatures skirmish battlefield.</p></blockquote><p></p>
[QUOTE="ferratus, post: 5415873, member: 55966"] For Korgoth and Kitsune, I've put a start on what I'd change about BECMI here: [URL]http://www.enworld.org/forum/d-d-legacy-house-rules/298938-how-i-would-take-rules-cyclopedia-new-school-new-post.html[/URL] The thing that makes me really odd I think, is that I want to incorporate 4e innovations onto old school play-style. It seems to be a very strong fissure where people who desire the old-school play style reject everything about 4e because it has a powers system. That's why you see a few 1e/3e blends but nobody seems to be itching to blend 4e and Basic/1e/2e like I am. I also think I'm odd because I don't want to scale upwards in character power ad infinitum, with bigger and bigger monsters and damage rolls. I like developing the character, but I'm bored of that after 6 months to a year, and then change either the focus of the campaign or start a new campaign. I find the idea of 20 or 30 levels of power-ups to be an insufferable grind. So I understand now why they capped the Hit Dice of their classes at 9 or 10 HD. I just don't understand why they didn't develop rules for realm management and gave you henchmen and followers that you had to babysit rather than use and spend. Why not rules for followers giving XP to their lord through their adventures? Why not rules for how to play politics or build your own dungeon? There was birthright I suppose (eventually) but that came with its own setting and rules assumptions that were different from the core game. I also don't understand why spell-casters kept getting exponentially tougher while the martial classes languished. As for my task of homebrewing, I'm finding the biggest difficulty for my D&D homebrew is blending non-minis and minis play. Sure, I can use minis with the editions 1-3, but it doesn't really take advantage of the medium for exciting skirmish play like 4e does. However, I don't want to have two sets of monster stats and character rules for all of the exploration encounters and the tactical miniatures skirmish battlefield. [/QUOTE]
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