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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
What's so bad about 4th edition? What's so good about other systems?
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<blockquote data-quote="catastrophic" data-source="post: 5617330" data-attributes="member: 81381"><p>To be clear, i'm talking about 4e the way all most rpgs are talked about- including minimal, functional house rules.</p><p> </p><p>To make 4e more dangerous there are a few things you can do, and really they all come down to the kind of monsters. For instance, the dark sun monsters are often a lot nastier than the core monsters, but not really imbalanced. Another example, they're just updated the peytron, and i'm pretty sure they can kill pcs awful fast.</p><p> </p><p>To up the risk in 4e, i'd suggest adding a healing surge loss mechanic. Anything you think should be more dangerous and less surviable- like taking a critical hit, suffering a long fall, or being hit with a deathtrap- can cost a healing surge in addition to other effects. </p><p> </p><p>Do this, along with measured by disiplined presentation of long rests, or a 'limited long rest' mechanic (I only let peple recover 1 surge and all hp with a standard long rest, requiring a week-long rest in a safe location for full surge recovery), and you'll find things can get harrowing pretty damn fast. </p><p> </p><p>That might not be what you're after, but my point is, 4e can do a lot, with a few, solid tweaks.</p><p> </p><p>The rest of this is about playing other rpgs, which I can undertand. I get that some people would look for a genuinly different design for any number of reasons. The problem I have is when people look at previous iterations of D&D, and act like an attempt to improve them is some kind of insult or crime, or misses the strange wonder of the 15 minute day.</p><p> </p><p>Honestly, 4e design takes a lot from other rpgs, and that's one of it's strengths. After all, before minions, there were mooks.</p></blockquote><p></p>
[QUOTE="catastrophic, post: 5617330, member: 81381"] To be clear, i'm talking about 4e the way all most rpgs are talked about- including minimal, functional house rules. To make 4e more dangerous there are a few things you can do, and really they all come down to the kind of monsters. For instance, the dark sun monsters are often a lot nastier than the core monsters, but not really imbalanced. Another example, they're just updated the peytron, and i'm pretty sure they can kill pcs awful fast. To up the risk in 4e, i'd suggest adding a healing surge loss mechanic. Anything you think should be more dangerous and less surviable- like taking a critical hit, suffering a long fall, or being hit with a deathtrap- can cost a healing surge in addition to other effects. Do this, along with measured by disiplined presentation of long rests, or a 'limited long rest' mechanic (I only let peple recover 1 surge and all hp with a standard long rest, requiring a week-long rest in a safe location for full surge recovery), and you'll find things can get harrowing pretty damn fast. That might not be what you're after, but my point is, 4e can do a lot, with a few, solid tweaks. The rest of this is about playing other rpgs, which I can undertand. I get that some people would look for a genuinly different design for any number of reasons. The problem I have is when people look at previous iterations of D&D, and act like an attempt to improve them is some kind of insult or crime, or misses the strange wonder of the 15 minute day. Honestly, 4e design takes a lot from other rpgs, and that's one of it's strengths. After all, before minions, there were mooks. [/QUOTE]
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What's so bad about 4th edition? What's so good about other systems?
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