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General Tabletop Discussion
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What would you like 4E to look like.
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<blockquote data-quote="bento" data-source="post: 3322707" data-attributes="member: 36597"><p><strong>I already own 4E...</strong></p><p></p><p>And it's called True20! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> Let me count the ways:</p><p></p><p>Open character creation toolset: My players have a framework for character creation that allows them a large amount of leeway. Now they don't feel locked into creating only one kind of class, but can stretch the concept of "fighter" or "monk" into what they want, not what the rules tell them. </p><p></p><p>Conviction points: players have more control over life-threatening scenarios, so they can play more like heroes and not get killed just for trying something new. If odds don't go their way, they can spend some conviction points to shrug off damage or fatigue and be good as new.</p><p></p><p>Levelling up: Through completing story arcs are how characters level up. The structure of the game changes from killing things to finishing the adventure. One interesting outcome of this is my players now like to TALK to NPCs and monsters, leading to better roleplaying. </p><p></p><p>Mook rules: Its now easier for me to run low level and mass combat. The rules suggest when an enemy gets hit, they go down, rather than continue the battle. Now I don't have to track every little mook HP and focus on the story.</p><p></p><p>Adaptability: I can take most any 3.5E book and within mintues use the material in the True20 game. Nothing wasted! </p><p></p><p>There's plenty of other reasons why its the rules for my game, but those are at the top of the list. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60e.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":cool:" title="Cool :cool:" data-smilie="6"data-shortname=":cool:" /></p></blockquote><p></p>
[QUOTE="bento, post: 3322707, member: 36597"] [b]I already own 4E...[/b] And it's called True20! :D Let me count the ways: Open character creation toolset: My players have a framework for character creation that allows them a large amount of leeway. Now they don't feel locked into creating only one kind of class, but can stretch the concept of "fighter" or "monk" into what they want, not what the rules tell them. Conviction points: players have more control over life-threatening scenarios, so they can play more like heroes and not get killed just for trying something new. If odds don't go their way, they can spend some conviction points to shrug off damage or fatigue and be good as new. Levelling up: Through completing story arcs are how characters level up. The structure of the game changes from killing things to finishing the adventure. One interesting outcome of this is my players now like to TALK to NPCs and monsters, leading to better roleplaying. Mook rules: Its now easier for me to run low level and mass combat. The rules suggest when an enemy gets hit, they go down, rather than continue the battle. Now I don't have to track every little mook HP and focus on the story. Adaptability: I can take most any 3.5E book and within mintues use the material in the True20 game. Nothing wasted! There's plenty of other reasons why its the rules for my game, but those are at the top of the list. :cool: [/QUOTE]
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