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Things that are Easy to change vs. things that are Hard to change
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<blockquote data-quote="Agamon" data-source="post: 4014239" data-attributes="member: 184"><p>The changes I plan on making look like they'll be easy:</p><p></p><p>1. Player races. Easy peasy. In fact, I think the players will be limited to human to start with. Dragonborn and Tieflings will be the bad guys.</p><p></p><p>2. Magic items. Another easy one. Any items found will be extremely old and powerful and/or interesting. There won't be a lot of magic items, but the ones there are will probably have the powers of multiple lesser items in the DMG.</p><p></p><p>3. Alignment. Again, easy, thanks to it no longer being a mechanical aspect of the game, it will be easy to replace with something like behavioral traits.</p><p></p><p>4. XP. This was easy to change in 3E, and will be just as easy in 4E. The PCs will gain a level when it's a good time to.</p><p></p><p>5. POL setting. I like the POL setting idea, but my campaign idea that sprang from it is more like a place where there are POLs that are completely shielded from their surroundings, yet connected to each other, making it more like happy sunshine land. That is, until that shielding disappears. I like to call it a Motes of Light setting. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Agamon, post: 4014239, member: 184"] The changes I plan on making look like they'll be easy: 1. Player races. Easy peasy. In fact, I think the players will be limited to human to start with. Dragonborn and Tieflings will be the bad guys. 2. Magic items. Another easy one. Any items found will be extremely old and powerful and/or interesting. There won't be a lot of magic items, but the ones there are will probably have the powers of multiple lesser items in the DMG. 3. Alignment. Again, easy, thanks to it no longer being a mechanical aspect of the game, it will be easy to replace with something like behavioral traits. 4. XP. This was easy to change in 3E, and will be just as easy in 4E. The PCs will gain a level when it's a good time to. 5. POL setting. I like the POL setting idea, but my campaign idea that sprang from it is more like a place where there are POLs that are completely shielded from their surroundings, yet connected to each other, making it more like happy sunshine land. That is, until that shielding disappears. I like to call it a Motes of Light setting. :) [/QUOTE]
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Things that are Easy to change vs. things that are Hard to change
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