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*TTRPGs General
Removing homogenity from 4e
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<blockquote data-quote="Rechan" data-source="post: 4916006" data-attributes="member: 54846"><p>And therein lies the problem: patience over the time and effort it would take to rework the system itself.</p><p></p><p>One of the reasons for the homogeneity is because it's hardwired. The complaint for instance of bonuses at every level, same universal bonuses, getting things at the same level, etc - are how the system is balanced. Once you take a hammer to that, then you're going to have a lot of effects.</p><p></p><p>To give an example, let's just say you don't like the +1/2 level to skills and attacks. Well, now you have to reduce monster defenses by 1/2 level, because that bonus is factored into the math of their defenses. Not to mention that even if you get rid of the +1/2 level, everyone's bonuses are still going to be the same.</p><p></p><p>Even something as varied as the Psion is really a lot like any other class - they have At Wills, Dailies, and Utilities, gain feats, bonuses, etc at the same speed. The only difference is that their encounter powers are broken into two halves, which you can use each half or put them together.</p><p></p><p>We're talking about a massive re-write of the system to satisfy the OP.</p><p></p><p>To put it to scope, it's like someone going into the 3e board and saying, "I don't like 3e's system of magic. How do you make an entirely different system of magic from scratch, integrate it into the system, and make it distinct for each spellcasting class?" and expecting it to be a snap. Because now you're breaking the spells that monsters use for SLAs, you're breaking the defensive spells used for combating monster effects (or god forbid, healing), you're going to have to address a huge chunk of the PHB (the Spells chapter) and how each class uses magic. Not to mention effected encounter design, because there's an assumed expectation of buffs and counter-measures against monster powers.</p></blockquote><p></p>
[QUOTE="Rechan, post: 4916006, member: 54846"] And therein lies the problem: patience over the time and effort it would take to rework the system itself. One of the reasons for the homogeneity is because it's hardwired. The complaint for instance of bonuses at every level, same universal bonuses, getting things at the same level, etc - are how the system is balanced. Once you take a hammer to that, then you're going to have a lot of effects. To give an example, let's just say you don't like the +1/2 level to skills and attacks. Well, now you have to reduce monster defenses by 1/2 level, because that bonus is factored into the math of their defenses. Not to mention that even if you get rid of the +1/2 level, everyone's bonuses are still going to be the same. Even something as varied as the Psion is really a lot like any other class - they have At Wills, Dailies, and Utilities, gain feats, bonuses, etc at the same speed. The only difference is that their encounter powers are broken into two halves, which you can use each half or put them together. We're talking about a massive re-write of the system to satisfy the OP. To put it to scope, it's like someone going into the 3e board and saying, "I don't like 3e's system of magic. How do you make an entirely different system of magic from scratch, integrate it into the system, and make it distinct for each spellcasting class?" and expecting it to be a snap. Because now you're breaking the spells that monsters use for SLAs, you're breaking the defensive spells used for combating monster effects (or god forbid, healing), you're going to have to address a huge chunk of the PHB (the Spells chapter) and how each class uses magic. Not to mention effected encounter design, because there's an assumed expectation of buffs and counter-measures against monster powers. [/QUOTE]
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