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D&D Older Editions, OSR, & D&D Variants
Reflavoring 4E
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<blockquote data-quote="Syrsuro" data-source="post: 4411473" data-attributes="member: 58162"><p>Indeed. I recognize <em>why</em> they did what they did. I don't necessarily <em>agree</em> with what they did (or at least, I think they went to far with an idea that made sense in moderation).</p><p>But as a DM, I have the advantage of being able to ignore all that.</p><p> </p><p><em>They</em> may need to make sure that any combination of classes can do any task (Ok, they don't <em>really</em>. But the idea of tailoring your adventure to your party, rather than running a one-size-fits-all adventure off the shelf seems to have fallen by the wayside). </p><p> </p><p>But I only need to make sure that <em>my party</em> can do any necessary task. As long as I have a rogue, I don't have to allow anyone who trained in Thievery to be her equal. As long as I have a wizard, I can restrict some of the more 'arcane' uses of the skill rather than leaving them open to whomever happens to be trained in Arcana. Etc.</p><p> </p><p></p><p>This was actually my first thought. I decided not to go that route for a couple of reasons.</p><p>1) Anyone can take the feat, and thus I wasn't really creating a 'difference'.</p><p>2) I would expect each class to take skill focus in their iconic abilities, and thus - ironically - I wouldn't actually be making them better at their iconic ability, Id be making them better at <em>something else</em> - i.e. whatever feat they took instead of skill focus.</p><p> </p><p>At present, I am leaning towards taking a specific <em>use </em>of the skill (probably their choice) and giving them a specific bonus to <em>that use.</em> Thus anyone could use Thievery. But a rogue using Thievery could choose one use of Thievery (such as Sleight of Hand or Open Locks) and be better at that than anyone else is going to be. </p><p> </p><p>(Using a bonus for the Rogue rather than a penalty for the non-rogue because that appears to be one of their underlying design philosophies).</p><p> </p><p>Of course, I haven't figured out what is 'iconic' for a Warlord (outside of combat) - but its still a work in progress.</p><p> </p><p></p><p> </p><p>Another excellent idea. But it doesn't solve the initial problem in my mind, as the issue is mechanic, not roleplaying. And yes, roleplaying can make up for a lot of the difference. Heck - they could all have identical stats and abilities and have just decided that one was 'roguish' and I could (or at least someone could) make that difference stand out with roleplaying. But it wouldn't stop their feeling indistinguishable mechanically.</p><p> </p><p>This is something I hope to do, but its not a solution to all of the perceived problem.</p><p> </p><p>Carl</p></blockquote><p></p>
[QUOTE="Syrsuro, post: 4411473, member: 58162"] Indeed. I recognize [I]why[/I] they did what they did. I don't necessarily [I]agree[/I] with what they did (or at least, I think they went to far with an idea that made sense in moderation). But as a DM, I have the advantage of being able to ignore all that. [I]They[/I] may need to make sure that any combination of classes can do any task (Ok, they don't [I]really[/I]. But the idea of tailoring your adventure to your party, rather than running a one-size-fits-all adventure off the shelf seems to have fallen by the wayside). But I only need to make sure that [I]my party[/I] can do any necessary task. As long as I have a rogue, I don't have to allow anyone who trained in Thievery to be her equal. As long as I have a wizard, I can restrict some of the more 'arcane' uses of the skill rather than leaving them open to whomever happens to be trained in Arcana. Etc. This was actually my first thought. I decided not to go that route for a couple of reasons. 1) Anyone can take the feat, and thus I wasn't really creating a 'difference'. 2) I would expect each class to take skill focus in their iconic abilities, and thus - ironically - I wouldn't actually be making them better at their iconic ability, Id be making them better at [I]something else[/I] - i.e. whatever feat they took instead of skill focus. At present, I am leaning towards taking a specific [I]use [/I]of the skill (probably their choice) and giving them a specific bonus to [I]that use.[/I] Thus anyone could use Thievery. But a rogue using Thievery could choose one use of Thievery (such as Sleight of Hand or Open Locks) and be better at that than anyone else is going to be. (Using a bonus for the Rogue rather than a penalty for the non-rogue because that appears to be one of their underlying design philosophies). Of course, I haven't figured out what is 'iconic' for a Warlord (outside of combat) - but its still a work in progress. Another excellent idea. But it doesn't solve the initial problem in my mind, as the issue is mechanic, not roleplaying. And yes, roleplaying can make up for a lot of the difference. Heck - they could all have identical stats and abilities and have just decided that one was 'roguish' and I could (or at least someone could) make that difference stand out with roleplaying. But it wouldn't stop their feeling indistinguishable mechanically. This is something I hope to do, but its not a solution to all of the perceived problem. Carl [/QUOTE]
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