Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
D&D Older Editions
Simplifying 4E
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="AbdulAlhazred" data-source="post: 6927548" data-attributes="member: 82106"><p>Having gone through this exercise with my own 4e hack, I think Tony has some good points. So do other people.</p><p></p><p>It is VERY VERY difficult to make sufficiently distinctive power choices if you put powers onto a power source list (IE all Martials can pick from the same powers). Yes, you can have a class feature that interacts with that, but you don't really achieve anything close to the level of distinctiveness that 4e powers can get you to (not all DO, but they CAN). </p><p></p><p>Also, role as a source of powers or other mechanical elements of the character is just IMHO a non-starter. Its not thematic at all. There's really very little in common between the various Defender classes for instance (and they're really the most samey of all roles). At best you're hobbling your ability to make really interesting and distinctive characters by divorcing role from class. I quickly abandoned this as a viable design concept.</p><p></p><p>In the end I also MOSTLY abandoned the power source power lists as a concept. At first I tried doing what Tony is referring to, and having just a few archetype classes (Warrior, Mystic, and Trickster), but there's just not enough in common there. Doing it by 4e power source doesn't work much better. Doing it by class we already know is not that great, so what did that leave? In the end I've abstracted a LOT of what 4e puts into class into packages that are mechanically called 'Major Boons'. You get one per level (actually you get one level per major boon you have, another discussion entirely). These package up concepts like "casts fire-based powers" or "has a natural animal companion and some tricks to go with it", etc. Power sources also have a thin list of basic powers that you can pick. Some of the boons also do things like introduce a new 'feature', such as 'add fire damage to any attack you make once per encounter' or whatnot. Classes have their basic 'shtick' features that adapt them to their role and spin the various powers to some extent, but also include some non-combat stuff that speaks more to the essence of what the class is about in world terms.</p><p></p><p>Because classes don't have a huge amount of specific material its VERY easy to make them, and at the same time you don't NEED a vast number of them to get all the different permutations of characters you want, as a lot of that can be pulled in by acquiring the right boon. </p><p></p><p>One thing to say about the boon system though, you get a boon for narrative reasons, and then you get a level because you got the boon. This is kind of subtle, but what it means is that character build-out is mostly narratively driven. Its under the player's control to some table-specific degree, but its not likely you'll be sitting around comparing this boon to that boon and mixing and matching just the right ones to do XYZ. Its a lot more organic. Design-wise the point is there's a less compelling argument for insuring that every random assortment of boons doesn't lead to some 'broken' build or other. Its mostly only necessary to think about what elements are LIKELY to come together within a plausible story-arc for a given character. </p><p></p><p>I've also trimmed down a lot on the sources of powers, so PCs generally have something on the order of 4-7 power choices at a given time. By making each power more distinctive and significant in use you get a pretty varied set of outcomes and tactics that you can use, but its less focused on mechanical issues and more on general tactical concepts and narrative play.</p><p></p><p>We haven't really played through all of this a whole lot, it seems to work reasonably well, but I don't know for sure what happens when you run an entire campaign if things continue to work or if it may get repetitive or out of hand in some fashion. Its definitely easier to run than even 4e!</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 6927548, member: 82106"] Having gone through this exercise with my own 4e hack, I think Tony has some good points. So do other people. It is VERY VERY difficult to make sufficiently distinctive power choices if you put powers onto a power source list (IE all Martials can pick from the same powers). Yes, you can have a class feature that interacts with that, but you don't really achieve anything close to the level of distinctiveness that 4e powers can get you to (not all DO, but they CAN). Also, role as a source of powers or other mechanical elements of the character is just IMHO a non-starter. Its not thematic at all. There's really very little in common between the various Defender classes for instance (and they're really the most samey of all roles). At best you're hobbling your ability to make really interesting and distinctive characters by divorcing role from class. I quickly abandoned this as a viable design concept. In the end I also MOSTLY abandoned the power source power lists as a concept. At first I tried doing what Tony is referring to, and having just a few archetype classes (Warrior, Mystic, and Trickster), but there's just not enough in common there. Doing it by 4e power source doesn't work much better. Doing it by class we already know is not that great, so what did that leave? In the end I've abstracted a LOT of what 4e puts into class into packages that are mechanically called 'Major Boons'. You get one per level (actually you get one level per major boon you have, another discussion entirely). These package up concepts like "casts fire-based powers" or "has a natural animal companion and some tricks to go with it", etc. Power sources also have a thin list of basic powers that you can pick. Some of the boons also do things like introduce a new 'feature', such as 'add fire damage to any attack you make once per encounter' or whatnot. Classes have their basic 'shtick' features that adapt them to their role and spin the various powers to some extent, but also include some non-combat stuff that speaks more to the essence of what the class is about in world terms. Because classes don't have a huge amount of specific material its VERY easy to make them, and at the same time you don't NEED a vast number of them to get all the different permutations of characters you want, as a lot of that can be pulled in by acquiring the right boon. One thing to say about the boon system though, you get a boon for narrative reasons, and then you get a level because you got the boon. This is kind of subtle, but what it means is that character build-out is mostly narratively driven. Its under the player's control to some table-specific degree, but its not likely you'll be sitting around comparing this boon to that boon and mixing and matching just the right ones to do XYZ. Its a lot more organic. Design-wise the point is there's a less compelling argument for insuring that every random assortment of boons doesn't lead to some 'broken' build or other. Its mostly only necessary to think about what elements are LIKELY to come together within a plausible story-arc for a given character. I've also trimmed down a lot on the sources of powers, so PCs generally have something on the order of 4-7 power choices at a given time. By making each power more distinctive and significant in use you get a pretty varied set of outcomes and tactics that you can use, but its less focused on mechanical issues and more on general tactical concepts and narrative play. We haven't really played through all of this a whole lot, it seems to work reasonably well, but I don't know for sure what happens when you run an entire campaign if things continue to work or if it may get repetitive or out of hand in some fashion. Its definitely easier to run than even 4e! [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
D&D Older Editions
Simplifying 4E
Top