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<blockquote data-quote="Eric Finley" data-source="post: 4845684" data-attributes="member: 83401"><p>Not to mention that when you go to "simplify" the AC subdivision, you then need to add back in saving throws versus, what was it again? Death, petrification, poison, rays, and I forget what else. Honestly, the conversion of those into the Fortitude / Reflex / Will defense values is IMO extremely <strong>true</strong> to the original... it's simply better at what the whole save-versus-X system set out to do.</p><p></p><p>If what bothers you is the WoWification, then the big place to focus your attention is on the powers system. You could, if you were very very good at design, retask the powers system into something where all of the martial classes went back to different types of "at-will" attacks, balanced only by their situational applicability versus risk versus effectiveness; retask the spells and <em>some</em> of the prayers into spell lists like before, keeping the "prayers" which don't fit (like many of the Paladin's melee attacks, among others) as more like the martial reworking.</p><p></p><p>But it would be very annoying, very difficult, less elegant, and much more limited.</p><p></p><p>My initial impressions of the game were that it was extremely changed. But I gave it a chance, and I came away impressed. Many of the things it sets out to do are things which earlier editions tried to do, too... and it simply does them better.</p><p></p><p>DMing this edition, for example... it's pure pleasure. When I use the 4e DM guidelines to build a "very difficult" challenge, nine times out of ten it knocks half to all of the PC unconsicous at some point during the fight, exhausts their resources, and leaves them desperate. And I can prep that encounter in half an hour; I'm just spending an XP budget on monsters and letting my imagination race. This <strong>only</strong> works because of the extremely careful math they've done behind the scenes, which assures that a monster of level X is balanced in such-and-such way against a PC of level Y. Break the math and you break that ease.</p><p></p><p>Your goals are good... but you've been listening too much to gripes about this edition, and to your own first impressions. Give it a shake as written, first; I think you'll find it much more akin to your memories, minus the bad parts, than you expect.</p></blockquote><p></p>
[QUOTE="Eric Finley, post: 4845684, member: 83401"] Not to mention that when you go to "simplify" the AC subdivision, you then need to add back in saving throws versus, what was it again? Death, petrification, poison, rays, and I forget what else. Honestly, the conversion of those into the Fortitude / Reflex / Will defense values is IMO extremely [b]true[/b] to the original... it's simply better at what the whole save-versus-X system set out to do. If what bothers you is the WoWification, then the big place to focus your attention is on the powers system. You could, if you were very very good at design, retask the powers system into something where all of the martial classes went back to different types of "at-will" attacks, balanced only by their situational applicability versus risk versus effectiveness; retask the spells and [i]some[/i] of the prayers into spell lists like before, keeping the "prayers" which don't fit (like many of the Paladin's melee attacks, among others) as more like the martial reworking. But it would be very annoying, very difficult, less elegant, and much more limited. My initial impressions of the game were that it was extremely changed. But I gave it a chance, and I came away impressed. Many of the things it sets out to do are things which earlier editions tried to do, too... and it simply does them better. DMing this edition, for example... it's pure pleasure. When I use the 4e DM guidelines to build a "very difficult" challenge, nine times out of ten it knocks half to all of the PC unconsicous at some point during the fight, exhausts their resources, and leaves them desperate. And I can prep that encounter in half an hour; I'm just spending an XP budget on monsters and letting my imagination race. This [b]only[/b] works because of the extremely careful math they've done behind the scenes, which assures that a monster of level X is balanced in such-and-such way against a PC of level Y. Break the math and you break that ease. Your goals are good... but you've been listening too much to gripes about this edition, and to your own first impressions. Give it a shake as written, first; I think you'll find it much more akin to your memories, minus the bad parts, than you expect. [/QUOTE]
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