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General Tabletop Discussion
*Pathfinder & Starfinder
Rule of Three finally addresses an important epic tier question!
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<blockquote data-quote="Elrith" data-source="post: 5511477" data-attributes="member: 2103"><p>Cross-posted from the WotC site:</p><p></p><p>There are two real problems with the way this article discussed "Epic" tier: </p><p></p><p>1. Epic teir is currently the same as paragon in design, which is the same as heroic in design. </p><p></p><p>There is little real modulation in how the game it played. I've come to realize that the attempt to create a "sweet spot" throughout the whole game has resulted in an assumption that you play the same way throughout the tiers. </p><p></p><p>There is no real depth of play experience beyond mastering the combat system. I do tend to run campaigns that are heavy on RP and intrigue and have found that 4e provides no real substantial tools with which to add depth to this facet of play.</p><p></p><p>2. The poll in the article is self-selecting and reflects the derth of substantial discussion in the books written for this edition of D&D. I want niether adventures, monsters, feats, nor more kinds of the same options I already have lots of. What we need are real essays on the subject, real rule systems, and better writing in my D&D products. This edition has wonderful breadth, but almost no depth. </p><p></p><p>The poll offers no option for anything other than breadth and therefore indicates a culture of design that focuses on the elements of the game least interesting to me. I don't mean "fluff" or "setting" I mean real engagement with the game, how it is played, and rules systems that differentiate paragon from epic and epic from paragon. What is meaningful about playing any tier beyond heroic?</p></blockquote><p></p>
[QUOTE="Elrith, post: 5511477, member: 2103"] Cross-posted from the WotC site: There are two real problems with the way this article discussed "Epic" tier: 1. Epic teir is currently the same as paragon in design, which is the same as heroic in design. There is little real modulation in how the game it played. I've come to realize that the attempt to create a "sweet spot" throughout the whole game has resulted in an assumption that you play the same way throughout the tiers. There is no real depth of play experience beyond mastering the combat system. I do tend to run campaigns that are heavy on RP and intrigue and have found that 4e provides no real substantial tools with which to add depth to this facet of play. 2. The poll in the article is self-selecting and reflects the derth of substantial discussion in the books written for this edition of D&D. I want niether adventures, monsters, feats, nor more kinds of the same options I already have lots of. What we need are real essays on the subject, real rule systems, and better writing in my D&D products. This edition has wonderful breadth, but almost no depth. The poll offers no option for anything other than breadth and therefore indicates a culture of design that focuses on the elements of the game least interesting to me. I don't mean "fluff" or "setting" I mean real engagement with the game, how it is played, and rules systems that differentiate paragon from epic and epic from paragon. What is meaningful about playing any tier beyond heroic? [/QUOTE]
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Rule of Three finally addresses an important epic tier question!
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