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Speculation about "the feelz" of D&D 4th Edition
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<blockquote data-quote="AbdulAlhazred" data-source="post: 7036550" data-attributes="member: 82106"><p>4e has the simplest of math. The very most complex thing you ever have to do is divide by 2 and round down. 99% of the time in 4e you never have to do any math at the table, or maybe one addition to an attack roll, and then add up your damage. There's no wondering if a bonus should really be a penalty or anything like that which happened in AD&D a LOT. Nor are their the massive recalculations that constantly happened in 3.x when someone got level drained or CON damaged or something horrible. </p><p></p><p>Likewise when running a game, I never did any math besides some addition now and then. I would have set all DCs before play, and that involved ONE lookup ONE time on the DC chart in RC. It just isn't that mathematically intensive a game, and 4e is carefully designed so that most of what you need to do is done before play. So, at the table, its a very simple and quick running game.</p><p></p><p>This is why I don't like the 'use any stat with any skill' thing that came up in the 5e playtest (and was often suggested by people in 4e threads). It would require you to figure out a much more complex combination of stat and skill, add up bonuses and penalties, etc DURING PLAY, whereas the normal way is you just pick a skill and you know the bonus because it never changes (until you level etc). Then you just roll vs the predetermined DC, and you're good. </p><p></p><p>As a note on this, I even made things simpler in HoML. Instead of any situational bonuses/penalties (which certainly will come up in 4e, like CA etc) there is just advantage/disadvantage and nothing else. Like 4e your static bonuses are all pre-calculated. I also added a few other conventions. DCs are replaced with 'difficulty value' which is stated in terms of a level, not a bonus, so you can eliminate the easy/medium/hard check thing, just use a DV that's 5 levels higher for hard, and 3 or 5 levels lower for easy. Combine this with a level of success metric (you can have critical success, success, or failure) and play is sped up a good bit.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 7036550, member: 82106"] 4e has the simplest of math. The very most complex thing you ever have to do is divide by 2 and round down. 99% of the time in 4e you never have to do any math at the table, or maybe one addition to an attack roll, and then add up your damage. There's no wondering if a bonus should really be a penalty or anything like that which happened in AD&D a LOT. Nor are their the massive recalculations that constantly happened in 3.x when someone got level drained or CON damaged or something horrible. Likewise when running a game, I never did any math besides some addition now and then. I would have set all DCs before play, and that involved ONE lookup ONE time on the DC chart in RC. It just isn't that mathematically intensive a game, and 4e is carefully designed so that most of what you need to do is done before play. So, at the table, its a very simple and quick running game. This is why I don't like the 'use any stat with any skill' thing that came up in the 5e playtest (and was often suggested by people in 4e threads). It would require you to figure out a much more complex combination of stat and skill, add up bonuses and penalties, etc DURING PLAY, whereas the normal way is you just pick a skill and you know the bonus because it never changes (until you level etc). Then you just roll vs the predetermined DC, and you're good. As a note on this, I even made things simpler in HoML. Instead of any situational bonuses/penalties (which certainly will come up in 4e, like CA etc) there is just advantage/disadvantage and nothing else. Like 4e your static bonuses are all pre-calculated. I also added a few other conventions. DCs are replaced with 'difficulty value' which is stated in terms of a level, not a bonus, so you can eliminate the easy/medium/hard check thing, just use a DV that's 5 levels higher for hard, and 3 or 5 levels lower for easy. Combine this with a level of success metric (you can have critical success, success, or failure) and play is sped up a good bit. [/QUOTE]
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