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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
The Best Thing from 4E
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<blockquote data-quote="JamesonCourage" data-source="post: 6575284" data-attributes="member: 6668292"><p>If I were to try to capture godlike powers in my system (which it only tries to do at the lowest of godlike levels of power), I would first sit down and think of what "godlike powers" include. Then I'd attempt to codify those powers, translating them into mechanics. Then I'd make play stick to the mechanics, hopefully emulating those godlike powers.</p><p></p><p>This is somewhat like 4e. It has epic powers, epic destinies, epic monster abilities, etc. It's just loose on skills, but it's like that for all of play (from Heroic through Epic).</p><p></p><p>In 3.X, I had to wing epic (my campaign went from level 2 all the way through 31 over some 2,200+ hours of play). I had to throw out most of the rules, come up with new things, and allow random checks that I had to adjudicate all throughout the session. It was incredibly burdensome, and the thought of having to do that again is more than simply discouraging, it's a firm "never again."</p><p></p><p>Now, 4e is better than 3.X was for this (in my opinion), in that Epic play in 4e is much more balanced and narrow (only through level 30, etc.). So I'd do some things very similarly to 4e (which codified many things, as I mentioned; powers, monster abilities, epic destinies, etc.), but then I'd take it even further. I'd codify skill uses (checks to shape the world, for instance), traits (like omniscience), etc.</p><p></p><p>Now, godlike play isn't very interesting to me. Demigods are pretty interesting, though. But nearly all-powerful beings, with the ability to shape the world in sweeping motions, not so much. Which is why I didn't flesh that out for my RPG. But that's just my personal preference.</p><p></p><p>Anyway, for my system, think of it like 4e, but more codified. You would have rules for shaping worlds, omniscience, pushing your power against another god, getting power from followers, or whatever else I decided I wanted to model.</p></blockquote><p></p>
[QUOTE="JamesonCourage, post: 6575284, member: 6668292"] If I were to try to capture godlike powers in my system (which it only tries to do at the lowest of godlike levels of power), I would first sit down and think of what "godlike powers" include. Then I'd attempt to codify those powers, translating them into mechanics. Then I'd make play stick to the mechanics, hopefully emulating those godlike powers. This is somewhat like 4e. It has epic powers, epic destinies, epic monster abilities, etc. It's just loose on skills, but it's like that for all of play (from Heroic through Epic). In 3.X, I had to wing epic (my campaign went from level 2 all the way through 31 over some 2,200+ hours of play). I had to throw out most of the rules, come up with new things, and allow random checks that I had to adjudicate all throughout the session. It was incredibly burdensome, and the thought of having to do that again is more than simply discouraging, it's a firm "never again." Now, 4e is better than 3.X was for this (in my opinion), in that Epic play in 4e is much more balanced and narrow (only through level 30, etc.). So I'd do some things very similarly to 4e (which codified many things, as I mentioned; powers, monster abilities, epic destinies, etc.), but then I'd take it even further. I'd codify skill uses (checks to shape the world, for instance), traits (like omniscience), etc. Now, godlike play isn't very interesting to me. Demigods are pretty interesting, though. But nearly all-powerful beings, with the ability to shape the world in sweeping motions, not so much. Which is why I didn't flesh that out for my RPG. But that's just my personal preference. Anyway, for my system, think of it like 4e, but more codified. You would have rules for shaping worlds, omniscience, pushing your power against another god, getting power from followers, or whatever else I decided I wanted to model. [/QUOTE]
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