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<blockquote data-quote="IanArgent" data-source="post: 3752098" data-attributes="member: 21673"><p>There is enough flexibility to make the system work. Too much "flexibility" and we have what we have now, where every adventure <em>has</em> to be tailored to the particular group because the adventure author cannot write a general purpose adventure without simultaenously being too easy for one style of character/party and too hard for another, equally valid, style of character/party. It's not liek they are saying "everyone MUST have the EXACT same skillset"; there's plenty of room for variance in the SWSE skill system, and therefore unique characters. Plus, unique characters aren't unique because their character sheet has different numbers on it, they are unique because they are played differently. I'm really rather hoping that 4E goes farther along the lines of uniqueness by play, not by mechanics.</p><p></p><p>I don't have <em>any</em> time during the week to prep for a game. So when I can find time on the weekend to run a game (which is much less often than I'd like), I want to be able to use all the time to run it; IE I don't want to have ot spend any time rewriting an adventure. At any rate, it can be quite difficult to "adjust" higher-level encounters to match the range of skills my party has, without throwing off the balance of the adventure. This goes back to the lack of fundamentals in the math of 3.x - without having a good grasp of why the numbers are the way they are, it is much harder to adjust them properly.</p></blockquote><p></p>
[QUOTE="IanArgent, post: 3752098, member: 21673"] There is enough flexibility to make the system work. Too much "flexibility" and we have what we have now, where every adventure [i]has[/i] to be tailored to the particular group because the adventure author cannot write a general purpose adventure without simultaenously being too easy for one style of character/party and too hard for another, equally valid, style of character/party. It's not liek they are saying "everyone MUST have the EXACT same skillset"; there's plenty of room for variance in the SWSE skill system, and therefore unique characters. Plus, unique characters aren't unique because their character sheet has different numbers on it, they are unique because they are played differently. I'm really rather hoping that 4E goes farther along the lines of uniqueness by play, not by mechanics. I don't have [i]any[/i] time during the week to prep for a game. So when I can find time on the weekend to run a game (which is much less often than I'd like), I want to be able to use all the time to run it; IE I don't want to have ot spend any time rewriting an adventure. At any rate, it can be quite difficult to "adjust" higher-level encounters to match the range of skills my party has, without throwing off the balance of the adventure. This goes back to the lack of fundamentals in the math of 3.x - without having a good grasp of why the numbers are the way they are, it is much harder to adjust them properly. [/QUOTE]
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