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The D&D Experience (or, All Roads lead to Rome)
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<blockquote data-quote="Dannyalcatraz" data-source="post: 5455771" data-attributes="member: 19675"><p>1) Its not really modding if the system can do it. Levels are just a matter of telling players when (IOW, how often) they can spend their XP. D&D races and classes are just a matter of making "package deals"- <u>a standard device for HERO,</u> used to model family bloodlines, afflictions like lycanthropy, creature types like undead, vampires and elementals, mutants, RW occupations like police officer, etc. The only thing is making them into D&D lycanthropes, undead, vampires and elementals, as opposed to those you'd find in standard Fantasy HERO, WoD, Palladium, or what have you.</p><p></p><p>2) You do this because you have players who want to play a FRPG campaign but have little to no familiarity with D&D and lots of familiarity with HERO. Which does describe RW groups of which I have been a member.</p><p></p><p>3) You do this because its even more flexible than the game you're cloning. While I can model the D&D fireball with an AoE RKA, I can also come up with an infinite number of variants on the fireball, covering 3.X metamagic versions, class effects, and things that don't exist in the game...such as a Fireball that simultaneously turns you into a winged frog AND teleports you to France.</p><p></p><p></p><p></p><p>Because <strong><em>I </em></strong>get more of the same feel from a HERO D&D clone as I do from pre-4Ed D&D than I do from 4Ed D&D itself. <strong> If "feel" is the point of contention, then a HERO D&D clone,<em> to me</em>, feels more like D&D than 4Ed.</strong></p><p><strong></strong></p><p></p><p></p><p>Not really. You get rolls that set your base stats and then modify them with benefits gained from skills, race and class.</p></blockquote><p></p>
[QUOTE="Dannyalcatraz, post: 5455771, member: 19675"] 1) Its not really modding if the system can do it. Levels are just a matter of telling players when (IOW, how often) they can spend their XP. D&D races and classes are just a matter of making "package deals"- [U]a standard device for HERO,[/U] used to model family bloodlines, afflictions like lycanthropy, creature types like undead, vampires and elementals, mutants, RW occupations like police officer, etc. The only thing is making them into D&D lycanthropes, undead, vampires and elementals, as opposed to those you'd find in standard Fantasy HERO, WoD, Palladium, or what have you. 2) You do this because you have players who want to play a FRPG campaign but have little to no familiarity with D&D and lots of familiarity with HERO. Which does describe RW groups of which I have been a member. 3) You do this because its even more flexible than the game you're cloning. While I can model the D&D fireball with an AoE RKA, I can also come up with an infinite number of variants on the fireball, covering 3.X metamagic versions, class effects, and things that don't exist in the game...such as a Fireball that simultaneously turns you into a winged frog AND teleports you to France. Because [B][I]I [/I][/B]get more of the same feel from a HERO D&D clone as I do from pre-4Ed D&D than I do from 4Ed D&D itself. [B] If "feel" is the point of contention, then a HERO D&D clone,[I] to me[/I], feels more like D&D than 4Ed. [/B] Not really. You get rolls that set your base stats and then modify them with benefits gained from skills, race and class. [/QUOTE]
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