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Will there be a 4.75 a la Pathfinder?
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<blockquote data-quote="C4" data-source="post: 6332342" data-attributes="member: 93857"><p>Essentially agreed on all counts. My own goal in cloning 4e is to streamline, simplify, and/or polish the areas where it isn't all it can be.</p><p></p><p>For example, I haven't fundamentally changed anything about monsters. They still exist in self-contained stat blocks with levels, roles, powers, and stats based directly on level. But they have a few less hit points, they don't have encounter powers, and recharge powers don't begin charged. This is all aimed at reducing the things that DMs must track.</p><p></p><p>On both sides of the screen, there are very few 'until next turn' powers. Effects and conditions are mostly (save ends), or they last for 5 minutes. And speaking of conditions, I've strung most of them together in 'condition tracks' which has necessitated the creation of a few more standard conditions. But it's also allowed me to give each controller class a unique and identifiably controllery feature, and to prevent things like 'stunlock the solo' without resorting to monster-specific resistances.</p><p></p><p>(I've also recently realized that I can use condition tracks to implement universal combat actions like Disarm and Grapple in an entirely simple and balanced way. I think. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /> )</p><p></p><p>Anyhow, I could go on and on talking shop, but I really should be getting back to work. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="C4, post: 6332342, member: 93857"] Essentially agreed on all counts. My own goal in cloning 4e is to streamline, simplify, and/or polish the areas where it isn't all it can be. For example, I haven't fundamentally changed anything about monsters. They still exist in self-contained stat blocks with levels, roles, powers, and stats based directly on level. But they have a few less hit points, they don't have encounter powers, and recharge powers don't begin charged. This is all aimed at reducing the things that DMs must track. On both sides of the screen, there are very few 'until next turn' powers. Effects and conditions are mostly (save ends), or they last for 5 minutes. And speaking of conditions, I've strung most of them together in 'condition tracks' which has necessitated the creation of a few more standard conditions. But it's also allowed me to give each controller class a unique and identifiably controllery feature, and to prevent things like 'stunlock the solo' without resorting to monster-specific resistances. (I've also recently realized that I can use condition tracks to implement universal combat actions like Disarm and Grapple in an entirely simple and balanced way. I think. ;) ) Anyhow, I could go on and on talking shop, but I really should be getting back to work. :D [/QUOTE]
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