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TRAILBLAZER - PDF Release - Discussion/Questions/Errata
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<blockquote data-quote="DonAdam" data-source="post: 4911021" data-attributes="member: 2446"><p>Awesome work. I wholeheartedly made the switch the 4e (not that I love everything about it, but I like it a whole lot more than 3.x), so I bought this on the strength of Grim Tales, and this doesn't disappoint. It definitely gives me what I want: a solid set of rules for when I want to go back and run a 3.x adventure or mini-campaign without grinding my teeth at all the things that came to bug me over the years. That's probably not your modal demographic, but you've done a great job on that margin nonetheless.</p><p></p><p>Rather than listing all the things I like, let me just say: at first glance ALL the changes (from what I remember of 3.x) look good, even if I would prefer more radical ones in some places.</p><p></p><p>A few remarks:</p><p></p><p>-Quivering Palm mentions monsters that can't be crit'd.</p><p></p><p>-The section on rote/restricted/ritual seems way too brief and out of the way. It never gets brought up again (except on the spell sheets in the back). Seems like a fundamental enough point to mention in several places.</p><p></p><p>-I second the call for a list of the SRD spells r/r/r categorization. This should be in the main book. I had exactly the same question about magic missile.</p><p></p><p>-As far as the design intent goes--coming from someone who hasn't followed the design discussions or played 3.x in a while--the 10 minute rest and r/r/r distinction is meant to diminish the cost to the party as a whole to keep moving? I ask because, if I'm reading it correctly, it doesn't eliminate the incentive to engage in the 10 minute adventuring day and scry-buff-teleport to your heart's content. </p><p></p><p>Is its purpose to simply lessen the penalties for reasonable players to carry on in the absence of a ticking bomb? This isn't a complaint--anything with daily abilities, 4e included, has some chance for their "abuse" (relative to our image of dungeoncrawling)--just a clarification.</p><p></p><p>-What does this system do to the average length of fights (in rounds) over the 20 level span? I ask partly because the classes still grant a massive number of spell slots at high levels.</p><p></p><p>-After skimming the analysis, I wasn't entirely clear on the punchline about the Big Six. It seems like the difference between an 80% success rate and a 99% one is enormous in terms of play experience. Did I miss a summary statement of their importance and what to do in low-magic games without them (or where they are rare)?</p><p></p><p>-Rules for quick-picking items when making characters over 1st level would be wondeful. I wrote up a system myself that conformed to the wealth guidelines back in the 3.x days, and its one of the things I like about 4e (whether their numbers are right is immaterial--I like the idea). Having to spend gold and the possibility of concentrating it to narrowly or spreading it out too diffusely was a headache for running one-shots.</p></blockquote><p></p>
[QUOTE="DonAdam, post: 4911021, member: 2446"] Awesome work. I wholeheartedly made the switch the 4e (not that I love everything about it, but I like it a whole lot more than 3.x), so I bought this on the strength of Grim Tales, and this doesn't disappoint. It definitely gives me what I want: a solid set of rules for when I want to go back and run a 3.x adventure or mini-campaign without grinding my teeth at all the things that came to bug me over the years. That's probably not your modal demographic, but you've done a great job on that margin nonetheless. Rather than listing all the things I like, let me just say: at first glance ALL the changes (from what I remember of 3.x) look good, even if I would prefer more radical ones in some places. A few remarks: -Quivering Palm mentions monsters that can't be crit'd. -The section on rote/restricted/ritual seems way too brief and out of the way. It never gets brought up again (except on the spell sheets in the back). Seems like a fundamental enough point to mention in several places. -I second the call for a list of the SRD spells r/r/r categorization. This should be in the main book. I had exactly the same question about magic missile. -As far as the design intent goes--coming from someone who hasn't followed the design discussions or played 3.x in a while--the 10 minute rest and r/r/r distinction is meant to diminish the cost to the party as a whole to keep moving? I ask because, if I'm reading it correctly, it doesn't eliminate the incentive to engage in the 10 minute adventuring day and scry-buff-teleport to your heart's content. Is its purpose to simply lessen the penalties for reasonable players to carry on in the absence of a ticking bomb? This isn't a complaint--anything with daily abilities, 4e included, has some chance for their "abuse" (relative to our image of dungeoncrawling)--just a clarification. -What does this system do to the average length of fights (in rounds) over the 20 level span? I ask partly because the classes still grant a massive number of spell slots at high levels. -After skimming the analysis, I wasn't entirely clear on the punchline about the Big Six. It seems like the difference between an 80% success rate and a 99% one is enormous in terms of play experience. Did I miss a summary statement of their importance and what to do in low-magic games without them (or where they are rare)? -Rules for quick-picking items when making characters over 1st level would be wondeful. I wrote up a system myself that conformed to the wealth guidelines back in the 3.x days, and its one of the things I like about 4e (whether their numbers are right is immaterial--I like the idea). Having to spend gold and the possibility of concentrating it to narrowly or spreading it out too diffusely was a headache for running one-shots. [/QUOTE]
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