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<blockquote data-quote="Tony Vargas" data-source="post: 6958920" data-attributes="member: 996"><p>4e D&D really does sound very close to requirements, especially for D&D (really, it's been accused of 'not being D&D' for that reason), and, since this isn't the 5e forum, I don't feel obliged to try to talk you out of it so much. <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>One thing to consider: I understand you have limited experience with D&D and haven't bought into it's expectations, but is that true of your whole group? If you have a happy D&Der or two in your group, they may well be able to bring everyone around to the 5e/classic D&D paradigm.</p><p></p><p>Otherwise, sure, consider 4e. You could also try 13th Age, which is sometimes described as a 'clone' of 4e (it's not, it's every bit as much classic D&D as 4e, that's just a whole lot more 4e-like than 5e is). The way 13th Age addresses your issue with pacing (and the related issue of class balance), for instance, is to have a DM-declared 'Full Heal Up' after every 4th encounter - whether they're minutes or days apart. It doesn't always have to be every 4th encounter, but that's what the classes are balanced around (instead of all being on one resource schedule like 4e 'AEDU' classes). Also, players can declare 'resting' for a full heal up, too, but must accept a 'campaign loss' imposed by the DM for doing so. It's a fair, storytelling-style-supportive way of handling the issue, that still allows classes to be differentiated by whether they cast a few, powerful spells per day or hack away with a weapon every round (or a lot of things in-between, you can't accuse Heinsoo & Tweet of a lack of creativity).</p><p></p><p>Hero System (the original fantasy game they put out was called Fantasy Hero, but it's all generic now) is a great system, extremely flexible 'universal' point-buy, but very crunchy. It's not as intimidating as it seems. There are, ultimately, fewer rules and 'powers' than in an edition of D&D for instance, it's just that they're all right there in the one book (maybe two in the 6th ed, which I haven't followed so much). The reason being that Hero powers are effects-based mechanics. If a power is all about killing the target, it's (a little on the nose) a 'Killing Attack' - sword, arrow, firebolt, fire<em>arm</em>, LASER, maser, bananafanna-pho-phaser, doesn't matter. All Killing Attacks with various advantages/limitations and different 'special effects' (fluff).</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 6958920, member: 996"] 4e D&D really does sound very close to requirements, especially for D&D (really, it's been accused of 'not being D&D' for that reason), and, since this isn't the 5e forum, I don't feel obliged to try to talk you out of it so much. ;) One thing to consider: I understand you have limited experience with D&D and haven't bought into it's expectations, but is that true of your whole group? If you have a happy D&Der or two in your group, they may well be able to bring everyone around to the 5e/classic D&D paradigm. Otherwise, sure, consider 4e. You could also try 13th Age, which is sometimes described as a 'clone' of 4e (it's not, it's every bit as much classic D&D as 4e, that's just a whole lot more 4e-like than 5e is). The way 13th Age addresses your issue with pacing (and the related issue of class balance), for instance, is to have a DM-declared 'Full Heal Up' after every 4th encounter - whether they're minutes or days apart. It doesn't always have to be every 4th encounter, but that's what the classes are balanced around (instead of all being on one resource schedule like 4e 'AEDU' classes). Also, players can declare 'resting' for a full heal up, too, but must accept a 'campaign loss' imposed by the DM for doing so. It's a fair, storytelling-style-supportive way of handling the issue, that still allows classes to be differentiated by whether they cast a few, powerful spells per day or hack away with a weapon every round (or a lot of things in-between, you can't accuse Heinsoo & Tweet of a lack of creativity). Hero System (the original fantasy game they put out was called Fantasy Hero, but it's all generic now) is a great system, extremely flexible 'universal' point-buy, but very crunchy. It's not as intimidating as it seems. There are, ultimately, fewer rules and 'powers' than in an edition of D&D for instance, it's just that they're all right there in the one book (maybe two in the 6th ed, which I haven't followed so much). The reason being that Hero powers are effects-based mechanics. If a power is all about killing the target, it's (a little on the nose) a 'Killing Attack' - sword, arrow, firebolt, fire[i]arm[/i], LASER, maser, bananafanna-pho-phaser, doesn't matter. All Killing Attacks with various advantages/limitations and different 'special effects' (fluff). [/QUOTE]
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