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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Who's still playing 4E
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<blockquote data-quote="AbdulAlhazred" data-source="post: 6675103" data-attributes="member: 82106"><p>Yeah, there's a few weird things that bothered me about 13a. The whole "pick what you know about" approach to skill/background is nice in some respects, but OTOH it still suffers from the question "what don't I know?" If you didn't come up with some backstory why you DO know all about say 'boat building', then what exactly do you know? Nothing? I thought 4e's approach was better there.</p><p></p><p>I think the advancement in 13a is a bit borked. I 'get' why they have 10 levels, but each level is too big an increment. I think 20 levels and use half-level bonus works better. Yeah, you gotta know how to divide by 2 and round down. Frankly I think anyone that can't achieve that probably shouldn't play D&D...</p><p></p><p>I'm just not THAT fond of the classes. The class features seem somewhat arbitrary in implementation. There are like 7 different 'sort of spell casting' subsystems. Some classes use THREE different schemes for their powers, its just ugly. I fault 5e for this, but 13a has it in spades. Sorry, stick with powers, the power system is just BETTER. I feel like both 5e and 13a avoid it "just to be different from 4e" not for any good reason. </p><p></p><p>The icons are an interesting and quirky feature of 13a, but its not at all clear to me how that translates to other worlds or variations on the genre. 13a seems maybe not totally tied to its world-concept, but it seems like its pretty heavily coupled. </p><p></p><p>I don't think 13a's combat system and monsters are as interesting as 4e's. They're OK, but not as good.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 6675103, member: 82106"] Yeah, there's a few weird things that bothered me about 13a. The whole "pick what you know about" approach to skill/background is nice in some respects, but OTOH it still suffers from the question "what don't I know?" If you didn't come up with some backstory why you DO know all about say 'boat building', then what exactly do you know? Nothing? I thought 4e's approach was better there. I think the advancement in 13a is a bit borked. I 'get' why they have 10 levels, but each level is too big an increment. I think 20 levels and use half-level bonus works better. Yeah, you gotta know how to divide by 2 and round down. Frankly I think anyone that can't achieve that probably shouldn't play D&D... I'm just not THAT fond of the classes. The class features seem somewhat arbitrary in implementation. There are like 7 different 'sort of spell casting' subsystems. Some classes use THREE different schemes for their powers, its just ugly. I fault 5e for this, but 13a has it in spades. Sorry, stick with powers, the power system is just BETTER. I feel like both 5e and 13a avoid it "just to be different from 4e" not for any good reason. The icons are an interesting and quirky feature of 13a, but its not at all clear to me how that translates to other worlds or variations on the genre. 13a seems maybe not totally tied to its world-concept, but it seems like its pretty heavily coupled. I don't think 13a's combat system and monsters are as interesting as 4e's. They're OK, but not as good. [/QUOTE]
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