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<blockquote data-quote="Mallus" data-source="post: 4268941" data-attributes="member: 3887"><p>Fair enough. I'm a world-builder too, but I think 4e will do a fine job handling my long-running homebrew, CITY. Most setting elements look easier to model, a few look tougher, none seem particularly difficult. </p><p></p><p></p><p>How exactly? How is the 'skewing' --which stems from the need for an escalating of PC challenges-- any different in 4e than in the previous editions?</p><p></p><p>From what I've seen so far after a cursory read-through, 4e allows for more "normal" worlds, with less of an impetus towards the 'Marvel/DC universe in fantasy-drag' that almost always happens with 3.5-built settings. </p><p></p><p></p><p>This seems easier in 4e.</p><p> </p><p></p><p>Note this is no different from a 1st level 3e character meeting a CR2 creature, then meeting the same one when they're level 12. </p><p></p><p></p><p>This has always been the product of individual DM's and players creating their games. It's not fundamentally a rules/system issue.</p></blockquote><p></p>
[QUOTE="Mallus, post: 4268941, member: 3887"] Fair enough. I'm a world-builder too, but I think 4e will do a fine job handling my long-running homebrew, CITY. Most setting elements look easier to model, a few look tougher, none seem particularly difficult. How exactly? How is the 'skewing' --which stems from the need for an escalating of PC challenges-- any different in 4e than in the previous editions? From what I've seen so far after a cursory read-through, 4e allows for more "normal" worlds, with less of an impetus towards the 'Marvel/DC universe in fantasy-drag' that almost always happens with 3.5-built settings. This seems easier in 4e. Note this is no different from a 1st level 3e character meeting a CR2 creature, then meeting the same one when they're level 12. This has always been the product of individual DM's and players creating their games. It's not fundamentally a rules/system issue. [/QUOTE]
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