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General Tabletop Discussion
D&D Older Editions
Where was 4e headed before it was canned?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 7801062" data-attributes="member: 82106"><p>I find that I want to focus mostly on the story, but have a reasonably deep system of options for players to work with, so a 4e-like character build system (actually 5e has a good one in some respects as well) is great. Resource symmetry serves 2 purposes, which my own game heavily leans on. That is, the ability to combine and juxtapose almost any resources on a given PC, and the ease of use and understanding of the system, which requires understanding less different classes of things to fully grasp. </p><p></p><p>This also means that there is a way in which it is ANTITHETICAL to what [USER=16586]@Campbell[/USER] is saying about PF2, that PCs there are very specialized and kind of 'niche'. A HoML knight and a HoML warlock can both kinda do the same thing. They will do it with very different FLAVOR, and may find some approaches better or worse, but in principle they could really be built to end up at the same place, or one could step in for the other and do something in his place.</p><p></p><p>The focus becomes more on the CHARACTER and not the BUILD, so the warlock has certain character attributes (abilities, relationships, goals, equipment, etc.) that let him distinguish himself, but build (class, race, boons, etc.) is not really about what problems you can solve so much as it is about helping you work out the things your character does, what he is, etc. </p><p></p><p>OTOH I have tweaked the game in the direction of making situations and resolution more dynamic and varied than the intricate tactical micro-focus that 4e can tend towards. Things like afflictions and generating and using resources are more important. I think it is a lot easier in HoML to actually do things like have a monster that can only be killed a certain way than in 4e.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 7801062, member: 82106"] I find that I want to focus mostly on the story, but have a reasonably deep system of options for players to work with, so a 4e-like character build system (actually 5e has a good one in some respects as well) is great. Resource symmetry serves 2 purposes, which my own game heavily leans on. That is, the ability to combine and juxtapose almost any resources on a given PC, and the ease of use and understanding of the system, which requires understanding less different classes of things to fully grasp. This also means that there is a way in which it is ANTITHETICAL to what [USER=16586]@Campbell[/USER] is saying about PF2, that PCs there are very specialized and kind of 'niche'. A HoML knight and a HoML warlock can both kinda do the same thing. They will do it with very different FLAVOR, and may find some approaches better or worse, but in principle they could really be built to end up at the same place, or one could step in for the other and do something in his place. The focus becomes more on the CHARACTER and not the BUILD, so the warlock has certain character attributes (abilities, relationships, goals, equipment, etc.) that let him distinguish himself, but build (class, race, boons, etc.) is not really about what problems you can solve so much as it is about helping you work out the things your character does, what he is, etc. OTOH I have tweaked the game in the direction of making situations and resolution more dynamic and varied than the intricate tactical micro-focus that 4e can tend towards. Things like afflictions and generating and using resources are more important. I think it is a lot easier in HoML to actually do things like have a monster that can only be killed a certain way than in 4e. [/QUOTE]
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