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Uniting the Editions, Part 2 Up!
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<blockquote data-quote="Ratskinner" data-source="post: 5810258" data-attributes="member: 6688937"><p>I believe they've explicitly stated that you can run characters "in those styles" (by which they seem to mean degree of specificity) side by side. However, you won't be running simultaneous multi-edition games.</p><p></p><p>To me, it sounds like the Player-side options won't affect the general play of the game, just how their character is specified within it. That is, I'd expect simple and complex characters within the same game to have the same types of numbers and calculate them the same way, make the same kinds of ability/skill checks, have the same kind of spells and related issues, etc. Even if one character has 6 notes about its abilities and another has 2. It'd be like the way some fractals work: looks very similar to itself as you zoom in on it.</p><p style="margin-left: 20px"> <a href="http://www.enworld.org/forum/news/317318-seminar-transcript-charting-course-edition-all-editions.html" target="_blank">Monte Cook</a>: "For example, the basic game fighter might have specific level-bases abilities. Things that every fighter has. If you decide to get more customized, you can swap standard abilities for more complex, optional abilities. These are the kinds of things that feats do now. But the complex stuff is balanced with what's in the core. One character is more complex, but not necessarily more powerful." </p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"></p><p>So if you're character starts with the simple Theme A, you might decide at level 6 to get more complex. You might replace Theme A with a selection of sub-abilities from Theme A in the complex chapter. So instead of having "Theme A" on your character sheet, you'd write "Feature a1, feature a3, feature a4" or something like that. There might even be another level of complexity where you'd explode one of those. (Although that gets into headache territory quickly.) My guess is that Race, Class, Background/theme, and possibly some kind of level-abilities will be "explodable" in a similar way.</p><p></p><p>The GM will (presumably after consulting with the players) decide what GMOPtion modules he wants in play before the game starts. Those might change the nature of the mechanics the players have to choose from; the stats they have to calculate, the way spells work, the way movement works, the flow of combat, hit points, healing, etc. However, once those are decided, they would be decided for the table, not individual players. I suppose you could change which options are available at sometime during the game (maybe a god gets killed? the nature of magic changes?) and have everyone recalculate, but I wouldn't anticipate that as the norm.</p><p></p><p>Theoretically, GM options that would affect the character, but not resolution mechanics could be applied to different PCs. I suppose you could have a player choose a "high lethality" option run next to a character with a "High Heroics" option....I just don't know why/how that would work socially at the table.<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f615.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":confused:" title="Confused :confused:" data-smilie="5"data-shortname=":confused:" /></p><p></p><p style="margin-left: 20px"> "So, the game is actually a matrix of these choices, with some made by the DM and some by the players, which will end up determining the feel of the overall game and might allow <strong>the group</strong> to "emulate" a prior edition." - <a href="http://www.wizards.com/DnD/Article.aspx?x=dnd/4ll/20120206" target="_blank">Monte Cook</a>.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"></p><p>Emphasis added.</p></blockquote><p></p>
[QUOTE="Ratskinner, post: 5810258, member: 6688937"] I believe they've explicitly stated that you can run characters "in those styles" (by which they seem to mean degree of specificity) side by side. However, you won't be running simultaneous multi-edition games. To me, it sounds like the Player-side options won't affect the general play of the game, just how their character is specified within it. That is, I'd expect simple and complex characters within the same game to have the same types of numbers and calculate them the same way, make the same kinds of ability/skill checks, have the same kind of spells and related issues, etc. Even if one character has 6 notes about its abilities and another has 2. It'd be like the way some fractals work: looks very similar to itself as you zoom in on it. [INDENT] [URL="http://www.enworld.org/forum/news/317318-seminar-transcript-charting-course-edition-all-editions.html"]Monte Cook[/URL]: "For example, the basic game fighter might have specific level-bases abilities. Things that every fighter has. If you decide to get more customized, you can swap standard abilities for more complex, optional abilities. These are the kinds of things that feats do now. But the complex stuff is balanced with what's in the core. One character is more complex, but not necessarily more powerful." [/INDENT]So if you're character starts with the simple Theme A, you might decide at level 6 to get more complex. You might replace Theme A with a selection of sub-abilities from Theme A in the complex chapter. So instead of having "Theme A" on your character sheet, you'd write "Feature a1, feature a3, feature a4" or something like that. There might even be another level of complexity where you'd explode one of those. (Although that gets into headache territory quickly.) My guess is that Race, Class, Background/theme, and possibly some kind of level-abilities will be "explodable" in a similar way. The GM will (presumably after consulting with the players) decide what GMOPtion modules he wants in play before the game starts. Those might change the nature of the mechanics the players have to choose from; the stats they have to calculate, the way spells work, the way movement works, the flow of combat, hit points, healing, etc. However, once those are decided, they would be decided for the table, not individual players. I suppose you could change which options are available at sometime during the game (maybe a god gets killed? the nature of magic changes?) and have everyone recalculate, but I wouldn't anticipate that as the norm. Theoretically, GM options that would affect the character, but not resolution mechanics could be applied to different PCs. I suppose you could have a player choose a "high lethality" option run next to a character with a "High Heroics" option....I just don't know why/how that would work socially at the table.:confused: [INDENT] "So, the game is actually a matrix of these choices, with some made by the DM and some by the players, which will end up determining the feel of the overall game and might allow [B]the group[/B] to "emulate" a prior edition." - [URL="http://www.wizards.com/DnD/Article.aspx?x=dnd/4ll/20120206"]Monte Cook[/URL]. [/INDENT]Emphasis added. [/QUOTE]
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