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<blockquote data-quote="Nyronus" data-source="post: 5273466" data-attributes="member: 93419"><p>Actually, I never said that. At best I said "Roleplay rewards systems are not really helping roleplay, or at least not as much as their more rabid proponents say they do." Which is, after I inspected it some, not the case here. Now, I feel that there is a good chance that the crafting/profession subsystem will probably be more or less ignored by a good chunk of people, but that's a separate issue.</p><p></p><p>I never felt 4e needed much else. The game was a framework from which you hang your narrative, not one used to encage it or supplant it. After looking things over and getting some sleep, I can see that the stuff here isn't going to do either of those things. Its just an extra bit of framework which I can ignore or integrate at my leisure. It sets up narrative bits which aren't particularly relative to my games, but its not like their going to take my atheist paladins powers away or force some convoluted morality system onto the game.</p><p></p><p>My only real concern at this point is the new magic item framework. I dislike random tables and have never really bothered with them. Their use usually just ends up giving everyone a bunch of sub-standard gear. With the manic tweaked balanced of 4e, there is no real reason to deny players gear. The wish-list idea is great. Then again, WotC hasn't failed me much at all, so I'll wait and see what's what.</p><p></p><p>Of course, that one probably won't effect me at all since I'm more or less planning on deconstructing the magic item system into boons and inherent bonuses. It just always seemed weird to me that my players keep stumbling on lightning Executioner Axes, and each new one was slightly stronger than the last. I've avoided that narrative clunk with a bit of creative story-telling, making the player's gear evolve as time went on, but that takes a little more effort to do right.</p></blockquote><p></p>
[QUOTE="Nyronus, post: 5273466, member: 93419"] Actually, I never said that. At best I said "Roleplay rewards systems are not really helping roleplay, or at least not as much as their more rabid proponents say they do." Which is, after I inspected it some, not the case here. Now, I feel that there is a good chance that the crafting/profession subsystem will probably be more or less ignored by a good chunk of people, but that's a separate issue. I never felt 4e needed much else. The game was a framework from which you hang your narrative, not one used to encage it or supplant it. After looking things over and getting some sleep, I can see that the stuff here isn't going to do either of those things. Its just an extra bit of framework which I can ignore or integrate at my leisure. It sets up narrative bits which aren't particularly relative to my games, but its not like their going to take my atheist paladins powers away or force some convoluted morality system onto the game. My only real concern at this point is the new magic item framework. I dislike random tables and have never really bothered with them. Their use usually just ends up giving everyone a bunch of sub-standard gear. With the manic tweaked balanced of 4e, there is no real reason to deny players gear. The wish-list idea is great. Then again, WotC hasn't failed me much at all, so I'll wait and see what's what. Of course, that one probably won't effect me at all since I'm more or less planning on deconstructing the magic item system into boons and inherent bonuses. It just always seemed weird to me that my players keep stumbling on lightning Executioner Axes, and each new one was slightly stronger than the last. I've avoided that narrative clunk with a bit of creative story-telling, making the player's gear evolve as time went on, but that takes a little more effort to do right. [/QUOTE]
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