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What did we loose updateing a game from 2e to 4e
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<blockquote data-quote="the Jester" data-source="post: 5662220" data-attributes="member: 1210"><p>First of all, it sounds like you're not picking up where you left off, but rather restarting. And a lot of the cats are already out of the bag, so of course things won't play the same. </p><p></p><p>That said, while I'll agree that the mechanics of different editions lend themselves to different kinds of adventures, I really disagree about a lot of what you're saying <em>has to be</em> different. I get that it <em>is</em> different in this case, but a lot of your issues seem easily avoided.</p><p></p><p></p><p></p><p></p><p>This is a huge point. It seems like the Praxton thing was a HUGE reveal in the original campaign; but now it's like if you'd never seen Star Wars, you would go into it knowing that Vader is Luke's father because you've heard it a million times in pop culture references, etc. Only in this case it was table talk.</p><p></p><p></p><p></p><p>I know you already worked around this, but- so what? The point of the weapons seems more to be a plot device than treasure. That said, I do like the way you got around this.</p><p></p><p></p><p></p><p>4e explicitly supports occasionally having monsters that have a "You can't hurt me without the plot device!" clause. The most beautiful thing about 4e, imho, is its wholehearted embrace of exception-based design.</p><p></p><p></p><p></p><p>Now THIS I absolutely agree with- the 'feel' of missing a given class or even power source is very different from earlier editions.</p><p></p><p></p><p></p><p>This is an issue with expectations. If you show that you're willing to slaughter the party if they are too stupid to run, they will get the picture. Sometimes just telling the players will work, but if they are used to "we never die for long" style campaigns, you might have to annihilate a pc or five before they get the idea.</p><p></p><p>OTOH if you don't want to kill the party, don't throw overpowering encounters their way.</p><p></p><p></p><p></p><p>Sounds like there are two things going on here: magic item scarcity, which you can easily address by using inherent bonuses instead, and monster palette, which is a flavor issue. If you consider things like 'dire bears' animals, you have a few monsters that should last a while; also, there's always simply using MOAR MONSTERS (within reason) to fill out your encounter's xp budget. (If your party is 4th level, you might use nine 1st-level animals instead of five, for instance.)</p><p></p><p>But also, is there any reason you can't use wilderness monsters? Bulettes, ankhegs, harpies, behemoths, displacer beasts, etc. are all fine outdoor encounters.</p><p></p><p></p><p></p><p>Wow, I so disagree with the part that I bolded.</p><p></p><p>Traps are not the same as skill challenges. The traps in 4e are generally really cool; and if you were to use a highly mobile, push-pcs-around type of golem and a dungeon full of traps, the whole thing could be one big encounter. A 4e encounter should not always be the same as a chamber. Sometimes one encounter should involve the obstacles and threats in multiple chambers converging on the pcs, or the pcs being forced or encouraged by circumstances to move through multiple chambers. (Maybe one of the traps starts collapsing the room they start in and they have to jump forward into another trapped room, while the golem comes forth to engage them and knock one or two of them into yet another set of traps.)</p><p></p><p></p><p></p><p>But... but exception-based design! There is no reason you can't do this, nor is there any reason the mystery character can't have powers unknown to the pcs.</p><p></p><p></p><p></p><p>While this is somewhat true, keep in mind that you can retrain those feats to be better suited to your new weapon; however, it usually takes a few levels to do so.</p><p></p><p></p><p></p><p>Yes! A good thing imho. I don't see how this would require anything different in a campaign conversion, though; it might add elements to it, but so would having a monk or a gnome if you didn't before. </p><p></p><p></p><p></p><p>Yeah, this is very true. There are a number of races in 4e that I have designated as "Once Only" (shardmind, wilden, etc). The first player that wants to play one gets to, but as a unique or extremely rare individual; they just don't fit my campaign. After that one time, the race is probably banned. (We have a shardmind in the game right now, in fact; he's from hundreds of thousands of years ago, and was "turned off and in storage" until very recently.)</p><p></p><p></p><p></p><p>Yeah, this one bugs me too sometimes. But I don't find that it's a major issue or game-changer for the most part.</p><p></p><p></p><p></p><p>Again, this is a matter of player expectation more than anything else. I'll stand by my point about exception-based design and plot items required monsters here. </p><p></p><p></p><p></p><p>Well, I get his point about having fewer spells, but I'd say that wizard dailies are still pretty much show-stoppers a lot of the time. Even though he's 12th level now, when the party mage imc casts <em>fountain of flame,</em> his <strong>1st level</strong> daily, it has a profound effect on the encounter.</p><p></p><p></p><p></p><p>Yep, 4e is a different beast than earlier editions, I agree. But I don't agree with the level of change you seem to think is necessary to run an old edition campaign using the ruleset. Then again, I haven't precisely tried it, so....</p></blockquote><p></p>
[QUOTE="the Jester, post: 5662220, member: 1210"] First of all, it sounds like you're not picking up where you left off, but rather restarting. And a lot of the cats are already out of the bag, so of course things won't play the same. That said, while I'll agree that the mechanics of different editions lend themselves to different kinds of adventures, I really disagree about a lot of what you're saying [i]has to be[/i] different. I get that it [i]is[/i] different in this case, but a lot of your issues seem easily avoided. This is a huge point. It seems like the Praxton thing was a HUGE reveal in the original campaign; but now it's like if you'd never seen Star Wars, you would go into it knowing that Vader is Luke's father because you've heard it a million times in pop culture references, etc. Only in this case it was table talk. I know you already worked around this, but- so what? The point of the weapons seems more to be a plot device than treasure. That said, I do like the way you got around this. 4e explicitly supports occasionally having monsters that have a "You can't hurt me without the plot device!" clause. The most beautiful thing about 4e, imho, is its wholehearted embrace of exception-based design. Now THIS I absolutely agree with- the 'feel' of missing a given class or even power source is very different from earlier editions. This is an issue with expectations. If you show that you're willing to slaughter the party if they are too stupid to run, they will get the picture. Sometimes just telling the players will work, but if they are used to "we never die for long" style campaigns, you might have to annihilate a pc or five before they get the idea. OTOH if you don't want to kill the party, don't throw overpowering encounters their way. Sounds like there are two things going on here: magic item scarcity, which you can easily address by using inherent bonuses instead, and monster palette, which is a flavor issue. If you consider things like 'dire bears' animals, you have a few monsters that should last a while; also, there's always simply using MOAR MONSTERS (within reason) to fill out your encounter's xp budget. (If your party is 4th level, you might use nine 1st-level animals instead of five, for instance.) But also, is there any reason you can't use wilderness monsters? Bulettes, ankhegs, harpies, behemoths, displacer beasts, etc. are all fine outdoor encounters. Wow, I so disagree with the part that I bolded. Traps are not the same as skill challenges. The traps in 4e are generally really cool; and if you were to use a highly mobile, push-pcs-around type of golem and a dungeon full of traps, the whole thing could be one big encounter. A 4e encounter should not always be the same as a chamber. Sometimes one encounter should involve the obstacles and threats in multiple chambers converging on the pcs, or the pcs being forced or encouraged by circumstances to move through multiple chambers. (Maybe one of the traps starts collapsing the room they start in and they have to jump forward into another trapped room, while the golem comes forth to engage them and knock one or two of them into yet another set of traps.) But... but exception-based design! There is no reason you can't do this, nor is there any reason the mystery character can't have powers unknown to the pcs. While this is somewhat true, keep in mind that you can retrain those feats to be better suited to your new weapon; however, it usually takes a few levels to do so. Yes! A good thing imho. I don't see how this would require anything different in a campaign conversion, though; it might add elements to it, but so would having a monk or a gnome if you didn't before. Yeah, this is very true. There are a number of races in 4e that I have designated as "Once Only" (shardmind, wilden, etc). The first player that wants to play one gets to, but as a unique or extremely rare individual; they just don't fit my campaign. After that one time, the race is probably banned. (We have a shardmind in the game right now, in fact; he's from hundreds of thousands of years ago, and was "turned off and in storage" until very recently.) Yeah, this one bugs me too sometimes. But I don't find that it's a major issue or game-changer for the most part. Again, this is a matter of player expectation more than anything else. I'll stand by my point about exception-based design and plot items required monsters here. Well, I get his point about having fewer spells, but I'd say that wizard dailies are still pretty much show-stoppers a lot of the time. Even though he's 12th level now, when the party mage imc casts [i]fountain of flame,[/i] his [b]1st level[/b] daily, it has a profound effect on the encounter. Yep, 4e is a different beast than earlier editions, I agree. But I don't agree with the level of change you seem to think is necessary to run an old edition campaign using the ruleset. Then again, I haven't precisely tried it, so.... [/QUOTE]
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