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*Pathfinder & Starfinder
Would Paizo Make a Better Steward for Our Hobby?
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<blockquote data-quote="Bluenose" data-source="post: 6222283" data-attributes="member: 49017"><p>There's a number of areas where I find the setting of 4e rather more original than previous versions. The one that always strikes me as most interesting (and least talked about) is the differentiation between battle magics - the spells that are used in combat - and ritual magics - that are cast outside combat. That is something with large implications for world-building and story-creation, and also something that I rarely see in RPGs. There are some examples, of course, but in my experience most games have either ritual magic or quick magic without having both. That it's also something available to anyone who learns a particular feat is a part of that too, it being something that I don't think I've ever seen anywhere. While there are obvious mechanical implications, the whole Ritual Magic aspect is one of the largest changes for setting implications, and very innovative.</p><p></p><p></p><p></p><p>A very good point, one that I hadn't really thought about as innovative. Though as a regular Traveller player (and wargamer) I was already familiar with interrupts through concepts like Overwatch and Suppressive Fire. Still, the scope and extent seems quite a lot larger in 4e, and closer to reality in many ways.</p><p></p><p></p><p></p><p>Runequest worked like that since the 1970s. It never even occurred to me that making NPCs the same way as PCs was particularly original, or that providing a framework for doing that was unusual.</p></blockquote><p></p>
[QUOTE="Bluenose, post: 6222283, member: 49017"] There's a number of areas where I find the setting of 4e rather more original than previous versions. The one that always strikes me as most interesting (and least talked about) is the differentiation between battle magics - the spells that are used in combat - and ritual magics - that are cast outside combat. That is something with large implications for world-building and story-creation, and also something that I rarely see in RPGs. There are some examples, of course, but in my experience most games have either ritual magic or quick magic without having both. That it's also something available to anyone who learns a particular feat is a part of that too, it being something that I don't think I've ever seen anywhere. While there are obvious mechanical implications, the whole Ritual Magic aspect is one of the largest changes for setting implications, and very innovative. A very good point, one that I hadn't really thought about as innovative. Though as a regular Traveller player (and wargamer) I was already familiar with interrupts through concepts like Overwatch and Suppressive Fire. Still, the scope and extent seems quite a lot larger in 4e, and closer to reality in many ways. Runequest worked like that since the 1970s. It never even occurred to me that making NPCs the same way as PCs was particularly original, or that providing a framework for doing that was unusual. [/QUOTE]
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