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*TTRPGs General
The Problem with 21st century D&D (and a solution! Sort of)
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<blockquote data-quote="Crazy Jerome" data-source="post: 5491931" data-attributes="member: 54877"><p>If you decide to give it a brief whirl, I recommend starting characters between 3rd and 5th level, and playing <strong>only</strong> with AE. It will mix into 3E or 3.5 without breaking them, but you won't get the "cleanup" effect where AE carefully leaves things out. </p><p> </p><p> </p><p> </p><p>I gathered, but I guess one of my criticisms of Essentials and other such efforts (all of them since RC), is that trying to keep that padding option as an option is a big reason why it fails. If you design for the padding, then not including it in the core set (whatever defines that set) leaves gaps.</p><p> </p><p>The 4E skill system is a good example of doing it the right way. Whatever its other merits or flaws, it is a closed system. Other products do not even think about adding skills, except perhaps with things that are largely out of the scope of the base skills. That is, people talk about adding crafting skills, but no one wants to put something in that steals a little thunder from Sneak and Thievery. </p><p> </p><p>A well designed set of feats and powers will necessarily have that same (mostly) closed nature. That doesn't mean you can't have a few new feats and powers. If your closed set doesn't address, say, magic item creation at all, then you could come out with a supplement that did. But you can't keep tacking on feats that let dragonborn longsword wielding fighters do X, Y, and Z. Either you had a few feats that covered being uniquely dragonborn or uniquely a fighter with a longsword--or you didn't. If you did in the well designed set, then they covered that scope.</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5491931, member: 54877"] If you decide to give it a brief whirl, I recommend starting characters between 3rd and 5th level, and playing [B]only[/B] with AE. It will mix into 3E or 3.5 without breaking them, but you won't get the "cleanup" effect where AE carefully leaves things out. I gathered, but I guess one of my criticisms of Essentials and other such efforts (all of them since RC), is that trying to keep that padding option as an option is a big reason why it fails. If you design for the padding, then not including it in the core set (whatever defines that set) leaves gaps. The 4E skill system is a good example of doing it the right way. Whatever its other merits or flaws, it is a closed system. Other products do not even think about adding skills, except perhaps with things that are largely out of the scope of the base skills. That is, people talk about adding crafting skills, but no one wants to put something in that steals a little thunder from Sneak and Thievery. A well designed set of feats and powers will necessarily have that same (mostly) closed nature. That doesn't mean you can't have a few new feats and powers. If your closed set doesn't address, say, magic item creation at all, then you could come out with a supplement that did. But you can't keep tacking on feats that let dragonborn longsword wielding fighters do X, Y, and Z. Either you had a few feats that covered being uniquely dragonborn or uniquely a fighter with a longsword--or you didn't. If you did in the well designed set, then they covered that scope. [/QUOTE]
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