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*Pathfinder & Starfinder
With 5e here, what will 4e be remembered for?
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<blockquote data-quote="TerraDave" data-source="post: 6335330" data-attributes="member: 22260"><p>There is a few things. One is just pacing. In some ways an RPG is more like a story then a board game or a sporting event. In any movie or book, there are big moments and smaller ones, and one of the jobs of the smaller ones is to make the bigger ones more exciting. In practice, one big fight after another can start to feel pretty repetitive, especially in a long running campaign, even of the fights are awesome. Then there is play style. For example, there are situations where you may have lots of "medium sized" encounters, or at least that possibility. This includes a lot of traditional dungeons--and 4E is a so-so match for that. Sandbox play, where there is a wide variance in what could be faced again doesn't fit great. That fact that fights can really chew up time, also can have a big impact on play style, for example it may inhibit the use of allies or henchmen one level, and dictate the nature of the whole campaign on the other </p><p></p><p>In terms of mechanics, no, I don't want to say for 3 orcs we use one system, and for 8 another. And 4E does scale, just not quite enough. PCs have enough encounter based resources to sort of set a floor on what is interesting, higher then in other editions. </p><p></p><p>I did run a long running 4E game (last session sunday). By taking a more traditional approach to exploration (with traps and tricks outside of encounters), somewhat fewer fights, mixing in more straight forward fights, and placing limits on resting in certain situations to evoke a more traditional "dungeon-crawl" feel, I was pretty happy with it.</p></blockquote><p></p>
[QUOTE="TerraDave, post: 6335330, member: 22260"] There is a few things. One is just pacing. In some ways an RPG is more like a story then a board game or a sporting event. In any movie or book, there are big moments and smaller ones, and one of the jobs of the smaller ones is to make the bigger ones more exciting. In practice, one big fight after another can start to feel pretty repetitive, especially in a long running campaign, even of the fights are awesome. Then there is play style. For example, there are situations where you may have lots of "medium sized" encounters, or at least that possibility. This includes a lot of traditional dungeons--and 4E is a so-so match for that. Sandbox play, where there is a wide variance in what could be faced again doesn't fit great. That fact that fights can really chew up time, also can have a big impact on play style, for example it may inhibit the use of allies or henchmen one level, and dictate the nature of the whole campaign on the other In terms of mechanics, no, I don't want to say for 3 orcs we use one system, and for 8 another. And 4E does scale, just not quite enough. PCs have enough encounter based resources to sort of set a floor on what is interesting, higher then in other editions. I did run a long running 4E game (last session sunday). By taking a more traditional approach to exploration (with traps and tricks outside of encounters), somewhat fewer fights, mixing in more straight forward fights, and placing limits on resting in certain situations to evoke a more traditional "dungeon-crawl" feel, I was pretty happy with it. [/QUOTE]
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Community
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With 5e here, what will 4e be remembered for?
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