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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Positive Aspects of 4E
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<blockquote data-quote="Li Shenron" data-source="post: 3923525" data-attributes="member: 1465"><p>Thanks for pointing exactly the worst skill example! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>The flexibility I like is in the whole system. For example in how much you want to invest between different skills, instead of maxing everything (which is an option in 3e, automatic with no choice in 4e).</p><p></p><p>The individual skills aren't "flexible" but rather "useful" or "not so useful". Instead of merging them and thus causing small but fastidious (and evitable) compatibility problems, they could have just added new good uses for existing skills. We did that in our games, and turned Intuit Direction into something worth taking. The second flexibility of the system is that adding new uses to existing skills does not cause any compatibility problems at all.</p><p></p><p></p><p></p><p>Mah, they set their own deadlines, they pay the consequences.</p><p></p><p>The question is: are you really sure the delay will result in great design? How many times they revised the polymorph rules in 3e? Would it have been better to wait 4 years without polymorph, to ultimately have a version that is only slightly better? I don't think everyone agrees.</p><p></p><p></p><p></p><p>Ok. He probably meant they changed the basic progressions so that there isn't need for a rule discountinuity.</p><p></p><p></p><p></p><p>Perspectives. I personally find it much more boring that I have a schtick which is always working. I want troubles now and then, because I find loads of fun in having to think outside the box to be effective. YMMV</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 3923525, member: 1465"] Thanks for pointing exactly the worst skill example! :) The flexibility I like is in the whole system. For example in how much you want to invest between different skills, instead of maxing everything (which is an option in 3e, automatic with no choice in 4e). The individual skills aren't "flexible" but rather "useful" or "not so useful". Instead of merging them and thus causing small but fastidious (and evitable) compatibility problems, they could have just added new good uses for existing skills. We did that in our games, and turned Intuit Direction into something worth taking. The second flexibility of the system is that adding new uses to existing skills does not cause any compatibility problems at all. Mah, they set their own deadlines, they pay the consequences. The question is: are you really sure the delay will result in great design? How many times they revised the polymorph rules in 3e? Would it have been better to wait 4 years without polymorph, to ultimately have a version that is only slightly better? I don't think everyone agrees. Ok. He probably meant they changed the basic progressions so that there isn't need for a rule discountinuity. Perspectives. I personally find it much more boring that I have a schtick which is always working. I want troubles now and then, because I find loads of fun in having to think outside the box to be effective. YMMV [/QUOTE]
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