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, OSR, & D&D Variants
*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, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
The Best Thing from 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="D'karr" data-source="post: 6616849" data-attributes="member: 336"><p>I disagree with the game finishing at 20, but that is just a matter of preference. That is if I'm understanding correctly your use of apotheosis as the completion of the character's (group's) destiny quest. I would simply have made Epic a 3 or 5 level progression instead of 10 levels (levels 21-25 are Epic, for example). 10 levels is hard to fill out, and Epic can drag if not enough is happening, IMO.</p><p></p><p>I do agree with the removal of cruft - powers and feats. The idea of swapping powers was one that made little sense, though mechanically it was understandable why. Powers should simply scale better or have gradients with level. Redundant feats, should be culled, and more feats should be generalized so that they don't have stupid restrictions and can be shared instead of creating similar feats twice or more. On the other hand feats could have also been made to have more versatility so that they grow with the character. So a feat you pick at level 3, has more effects at level 8, etc. At level 8 you choose the new effects, or pick another feat. Things like that.</p><p></p><p>Totally agree on the use of the disease track. I've done this extensively to great effect in my game. Rituals on the other hand I'm a bit on the fence on. That is one area of the game that could really have broken entirely with the base framework and I would not have even batted an eye on. I think that one of their weaknesses is that they tried to standardize this area too much. This more than anything is what creates the whacky costs and other weirdness. I could have seen these become the "high magic" component of the game. Rain of Colorless Fire, a ritual - cost unknown/undefined.</p><p></p><p>Magic Items I can see the reason within the design space, so I'm not extremely bothered by them. For example the items in Mord's Mag Emp are more interesting than those before, but I can see design space for the wide range. With 4e I liked that they really made it so Magic Items could completely be an optional thing by using the Inherent Bonus.</p><p></p><p>How would you have corrected/improved what you mention about tactical insufficiency, which I'm not totally understanding?</p></blockquote><p></p>
[QUOTE="D'karr, post: 6616849, member: 336"] I disagree with the game finishing at 20, but that is just a matter of preference. That is if I'm understanding correctly your use of apotheosis as the completion of the character's (group's) destiny quest. I would simply have made Epic a 3 or 5 level progression instead of 10 levels (levels 21-25 are Epic, for example). 10 levels is hard to fill out, and Epic can drag if not enough is happening, IMO. I do agree with the removal of cruft - powers and feats. The idea of swapping powers was one that made little sense, though mechanically it was understandable why. Powers should simply scale better or have gradients with level. Redundant feats, should be culled, and more feats should be generalized so that they don't have stupid restrictions and can be shared instead of creating similar feats twice or more. On the other hand feats could have also been made to have more versatility so that they grow with the character. So a feat you pick at level 3, has more effects at level 8, etc. At level 8 you choose the new effects, or pick another feat. Things like that. Totally agree on the use of the disease track. I've done this extensively to great effect in my game. Rituals on the other hand I'm a bit on the fence on. That is one area of the game that could really have broken entirely with the base framework and I would not have even batted an eye on. I think that one of their weaknesses is that they tried to standardize this area too much. This more than anything is what creates the whacky costs and other weirdness. I could have seen these become the "high magic" component of the game. Rain of Colorless Fire, a ritual - cost unknown/undefined. Magic Items I can see the reason within the design space, so I'm not extremely bothered by them. For example the items in Mord's Mag Emp are more interesting than those before, but I can see design space for the wide range. With 4e I liked that they really made it so Magic Items could completely be an optional thing by using the Inherent Bonus. How would you have corrected/improved what you mention about tactical insufficiency, which I'm not totally understanding? [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
The Best Thing from 4E
Top