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Will there be a 4.75 a la Pathfinder?
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<blockquote data-quote="Quickleaf" data-source="post: 6331872" data-attributes="member: 20323"><p>I outlined a whole slew of improvements over here: <a href="http://www.enworld.org/forum/showthread.php?353104-A-Dark-High-Fantasy-RPG" target="_blank">http://www.enworld.org/forum/showthread.php?353104-A-Dark-High-Fantasy-RPG</a></p><p></p><p>True the context is for a radical reimagining using the 4e skeleton, but if you click the spoiler tag in the first post you'll see a point by point breakdown of problems with 4e I was trying to address.</p><p></p><p>One of the notable bad things I noticed about 4e, for instance, is "brain drain"/"power card mentality" where so much is finely detailed about the PCs' capacities that it squashes creativity for certain player types. </p><p></p><p>Many, many other improvements that's I get into.</p><p></p><p>IMHO 4e has a very robust core, but it's sort of like the little chick whose wings never got to fully develop and stretch out. So much more can be done with its chassis. I generally see it as a progression of development from 3e > Star Wars Saga > 4e > Essentials/Gamma World. By the time my group stopped playing 4e (babies were born <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" />), I was doing things with the skill challenge system & monster design that were way outside the box. Personally, 4e taught me quite a lot about game design and the ripple effect.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 6331872, member: 20323"] I outlined a whole slew of improvements over here: [url]http://www.enworld.org/forum/showthread.php?353104-A-Dark-High-Fantasy-RPG[/url] True the context is for a radical reimagining using the 4e skeleton, but if you click the spoiler tag in the first post you'll see a point by point breakdown of problems with 4e I was trying to address. One of the notable bad things I noticed about 4e, for instance, is "brain drain"/"power card mentality" where so much is finely detailed about the PCs' capacities that it squashes creativity for certain player types. Many, many other improvements that's I get into. IMHO 4e has a very robust core, but it's sort of like the little chick whose wings never got to fully develop and stretch out. So much more can be done with its chassis. I generally see it as a progression of development from 3e > Star Wars Saga > 4e > Essentials/Gamma World. By the time my group stopped playing 4e (babies were born :)), I was doing things with the skill challenge system & monster design that were way outside the box. Personally, 4e taught me quite a lot about game design and the ripple effect. [/QUOTE]
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