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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: 6824619" data-attributes="member: 82106"><p>I'll have to take your word for it. I mean, obviously, you don't have the level of choice of powers you do in 4e. OTOH you do seem to be able to pick a modest number of somewhat more generic 'moves', plus potential feat synergies. I know dual-wielding and a couple things like that are a little meh, but they exist and I doubt their so gimpy that you wouldn't play those builds. </p><p></p><p>Personally I prefer 4e, but I think there COULD be somewhat of a happy middle where you could for instance just not make many real big choices and you'd get a fairly generic version of your character concept, and then if you're really into it you can do some sort of swaps and jiggers and whatever to make it do exactly what you like. Likewise a set of fairly generalized powers, for a fighter they can be just scaling versions of 'Hit Harder', 'Push the Guy Back', 'Maximum Defense', 'Take it for a Buddy', etc. You could then pick more detailed and 4e-like powers instead if you have a very specific shtick you want to do. </p><p></p><p>Harping on my own 4e hacking strategy again, the "when you get boons you level up" concept is working out well, because you don't really get 'builds' per-se. Its much more organic, thus there's not the high level of tweaking everything. You can relax things like requirements for accessing stuff from other classes/archetypes, which means a lot of stuff is just way simpler. There's no need for 'MC feats' for example. If you want to cast some spells and you're a fighter, well gosh golly you better NARRATIVELY come up with how you got access to the knowledge required to do that! If you can, great (and its really up to the DM as to how hard to make you work for that, but generally a boon is a reward for an 'adventure', so make it an adventure and grant the boon, you can see how the logic really 'just works' with this approach).</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 6824619, member: 82106"] I'll have to take your word for it. I mean, obviously, you don't have the level of choice of powers you do in 4e. OTOH you do seem to be able to pick a modest number of somewhat more generic 'moves', plus potential feat synergies. I know dual-wielding and a couple things like that are a little meh, but they exist and I doubt their so gimpy that you wouldn't play those builds. Personally I prefer 4e, but I think there COULD be somewhat of a happy middle where you could for instance just not make many real big choices and you'd get a fairly generic version of your character concept, and then if you're really into it you can do some sort of swaps and jiggers and whatever to make it do exactly what you like. Likewise a set of fairly generalized powers, for a fighter they can be just scaling versions of 'Hit Harder', 'Push the Guy Back', 'Maximum Defense', 'Take it for a Buddy', etc. You could then pick more detailed and 4e-like powers instead if you have a very specific shtick you want to do. Harping on my own 4e hacking strategy again, the "when you get boons you level up" concept is working out well, because you don't really get 'builds' per-se. Its much more organic, thus there's not the high level of tweaking everything. You can relax things like requirements for accessing stuff from other classes/archetypes, which means a lot of stuff is just way simpler. There's no need for 'MC feats' for example. If you want to cast some spells and you're a fighter, well gosh golly you better NARRATIVELY come up with how you got access to the knowledge required to do that! If you can, great (and its really up to the DM as to how hard to make you work for that, but generally a boon is a reward for an 'adventure', so make it an adventure and grant the boon, you can see how the logic really 'just works' with this approach). [/QUOTE]
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