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D&D Older Editions, OSR, & D&D Variants
On the set of 4E: the Beholder
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<blockquote data-quote="Imaro" data-source="post: 3865034" data-attributes="member: 48965"><p>So does this beg the question...what monsters wil be simplified? In another context, let me put it like this. I have no need for 4th ed. to simplify something like a goblin/gnoll/ogre/etc. They are, IMHO, simple enough to run in 3.5, so then this leads to the question of monsters that do warant simplification...wil they really be easier to run? </p><p></p><p>The above continuous tracking situation doesn't seem to suggest so. In fact it seems that instead of out of game headaches, it will be more of an in-game headache. I personally would, if I have to choose, pick out of game headaches, since I don't want in game play slowing to a crawl or becoming an almost tedious excercise in tracking various conditions. One thing I think might be able to alleviate the tracking of increasing conditions is to have an effect based mechanic. In other words the amount of negatives you take is based upon how high the roll to hit is. Basically like in SW Saga edition where different target numbers for force powers have differing effects.</p><p></p><p>It could go something like this...</p><p></p><p>Below Will save= no effect</p><p>Will save to 5+= -2 Dex/-1move</p><p>6+ to 10+ = -4 Dex/ -2move...</p><p></p><p>Then make it so that numerous hits stack.</p></blockquote><p></p>
[QUOTE="Imaro, post: 3865034, member: 48965"] So does this beg the question...what monsters wil be simplified? In another context, let me put it like this. I have no need for 4th ed. to simplify something like a goblin/gnoll/ogre/etc. They are, IMHO, simple enough to run in 3.5, so then this leads to the question of monsters that do warant simplification...wil they really be easier to run? The above continuous tracking situation doesn't seem to suggest so. In fact it seems that instead of out of game headaches, it will be more of an in-game headache. I personally would, if I have to choose, pick out of game headaches, since I don't want in game play slowing to a crawl or becoming an almost tedious excercise in tracking various conditions. One thing I think might be able to alleviate the tracking of increasing conditions is to have an effect based mechanic. In other words the amount of negatives you take is based upon how high the roll to hit is. Basically like in SW Saga edition where different target numbers for force powers have differing effects. It could go something like this... Below Will save= no effect Will save to 5+= -2 Dex/-1move 6+ to 10+ = -4 Dex/ -2move... Then make it so that numerous hits stack. [/QUOTE]
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On the set of 4E: the Beholder
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