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D&D Older Editions
Throwing ideas, seeing what sticks (and what stinks)
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<blockquote data-quote="AbdulAlhazred" data-source="post: 6796360" data-attributes="member: 82106"><p>I have a couple of very literal thinkers in my current table that don't take as well to DW-style. They had fun, but they just kept trying to force it into being a basic skill based game. It was too awkward, so for THAT group, we use d6 Space for our Space Opera (though we passed on playing Star Wars per se). </p><p></p><p></p><p>10 levels is too few, I don't think it worked for 13a either. 20 levels is where we've landed. I think that will play out quite well. Score one for Gygax. </p><p></p><p></p><p>Yeah, just expand this up to 20 levels. 1-8 is heroic, 9-16 is paragon, and 17-20 is Epic (which then becomes a bit more compressed into a dramatically tighter story arc sized thing). </p><p></p><p>We did away with ASIs entirely, they simply contribute to skewing bonuses excessively and to making non-core attribute related ANYTHING become worthless without really adding that much to the game. </p><p></p><p>The result is you get +10 total level bonus across 20 levels, you get 13 feats total, and roughly 5 cycles of power picks, depending on exactly where you drop specific ones (it doesn't translate exactly from 30 levels to 20). However, I think 4 rounds of power picks is even better, but I still have to work out some of the details. I've also cut back on the total number of powers you have, so that means a bit more of them are replacements vs adding a power. 4e just gets overboard with the sheer numbers of powers on your sheet after a while. Even at low levels it gets pretty bad if you play with themes, and some combinations really get crazy, like say a Deva Cleric where you have significant racials and several extra class powers beyond the standard ones. I am to not have that happen.</p><p></p><p></p><p>I don't think THAT's necessary, but making the surprise round an actual round instead of a single standard action, and giving everyone who's acting in the surprise round advantage (which is about roughly +4 to hit) seems to be enough. We've debated an initiative penalty for being surprised as well, which would tend to make the second round actions of the surprisers come up first as well.</p><p></p><p></p><p>Sounds more like a good class feature to me, but maybe. I never was very enamoured of all these 'increase the pace' mechanics. Let the players decide to step it up if they want, or not. </p><p></p><p></p><p></p><p>Yeah, I'll have to think about that last part. I want to see how things go and how various powers work out first. In other words, provide some of that built into powers and class features. It makes it more engaging for the players when they're the ones producing the effect. At least its a theory <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 6796360, member: 82106"] I have a couple of very literal thinkers in my current table that don't take as well to DW-style. They had fun, but they just kept trying to force it into being a basic skill based game. It was too awkward, so for THAT group, we use d6 Space for our Space Opera (though we passed on playing Star Wars per se). 10 levels is too few, I don't think it worked for 13a either. 20 levels is where we've landed. I think that will play out quite well. Score one for Gygax. Yeah, just expand this up to 20 levels. 1-8 is heroic, 9-16 is paragon, and 17-20 is Epic (which then becomes a bit more compressed into a dramatically tighter story arc sized thing). We did away with ASIs entirely, they simply contribute to skewing bonuses excessively and to making non-core attribute related ANYTHING become worthless without really adding that much to the game. The result is you get +10 total level bonus across 20 levels, you get 13 feats total, and roughly 5 cycles of power picks, depending on exactly where you drop specific ones (it doesn't translate exactly from 30 levels to 20). However, I think 4 rounds of power picks is even better, but I still have to work out some of the details. I've also cut back on the total number of powers you have, so that means a bit more of them are replacements vs adding a power. 4e just gets overboard with the sheer numbers of powers on your sheet after a while. Even at low levels it gets pretty bad if you play with themes, and some combinations really get crazy, like say a Deva Cleric where you have significant racials and several extra class powers beyond the standard ones. I am to not have that happen. I don't think THAT's necessary, but making the surprise round an actual round instead of a single standard action, and giving everyone who's acting in the surprise round advantage (which is about roughly +4 to hit) seems to be enough. We've debated an initiative penalty for being surprised as well, which would tend to make the second round actions of the surprisers come up first as well. Sounds more like a good class feature to me, but maybe. I never was very enamoured of all these 'increase the pace' mechanics. Let the players decide to step it up if they want, or not. Yeah, I'll have to think about that last part. I want to see how things go and how various powers work out first. In other words, provide some of that built into powers and class features. It makes it more engaging for the players when they're the ones producing the effect. At least its a theory ;) [/QUOTE]
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