sos: hates the fourth ed.
you people will hate me for this, but i'm not sure i want to run this in dd. concepts and all that can stay, but i just really feel that 4th ed is only good for video/board game style play. i think it is really good for that, mind you. just not for alot else.
i'm working on d4 right now. maybe we'll use it.
i'm working on d4 right now. maybe we'll use it.
Last edited by rydi on Tue Aug 19, 2008 4:42 pm, edited 1 time in total.
Threading the Gerbil since 1982
have you listened to the podcasts with penny arcade and pvp artists playing?? you might change your mind...
That which is not dead can eternal lie and with strange eons even death may die
My Color is Blue
I value Knowledge, logic, and deceit. I love to pursue wisdom but also to manipulate and deceive. At my best, I am brilliant and progressive. At my worst, I am treacherous and cold. My symbol is a water droplet. My enemies are green and red.
My Color is Blue
I value Knowledge, logic, and deceit. I love to pursue wisdom but also to manipulate and deceive. At my best, I am brilliant and progressive. At my worst, I am treacherous and cold. My symbol is a water droplet. My enemies are green and red.
i find it difficult to see how the role play heavy game i want to play will be aided by this system.
while an argument can be made that without defined stats for personality and "fluff" skills, one is free to develop more and to make a more well rounded character, in my experience that is not the case. when there is little to nothing of fluff in the character creation, very little tends to go into the play.
i want a system with better skills, specifically crafting and knowledge. and i want more spellcasting options, more like schools of magic. while the ideas behind the new spell arrangement are good for certain things, if you want to emulate the different specialty schools of magic that are common tropes in certain settings (which i do) then you are out of luck.
hell, at this point 5th age is looking better than this.
while an argument can be made that without defined stats for personality and "fluff" skills, one is free to develop more and to make a more well rounded character, in my experience that is not the case. when there is little to nothing of fluff in the character creation, very little tends to go into the play.
i want a system with better skills, specifically crafting and knowledge. and i want more spellcasting options, more like schools of magic. while the ideas behind the new spell arrangement are good for certain things, if you want to emulate the different specialty schools of magic that are common tropes in certain settings (which i do) then you are out of luck.
hell, at this point 5th age is looking better than this.
Threading the Gerbil since 1982
I DM a 4th ed. game right now. It's fun. LOTS of fun. The players make up for the lack of "fluff" skills built into a character. Their lack actually brings them into sharper focus and allows more RP with less dice.
Combat is streamlined to a degree and it's a ton of fun.
Itemization SUCKS. I've gone back and reworked items from 3.5 to compensate for the deplorable lack of anything truely useful in the new system. The Armory book is coming out soon with 1000+ items, though...will have to see if that helps.
You should come play one sunday....or watch....just to see that it CAN be fun.
On a side note, I think it's far more fun for the players and far more complex for the DM. Your tricky fights and puzzles can be circumvented entirely by the use of the once-per-day super-abilities of characters if they combine them entirely. You can't balance everything around that possibility either, since you'd kill your party on the second or third round after they've blown those abilities.
I've adjusted by creating the encounter and including a "sideboard" of options to throw in depending on where the players stand. I always want to give them a challenge, but not blatently kill them unless they do something stupid. It's been fun so far.
Combat is streamlined to a degree and it's a ton of fun.
Itemization SUCKS. I've gone back and reworked items from 3.5 to compensate for the deplorable lack of anything truely useful in the new system. The Armory book is coming out soon with 1000+ items, though...will have to see if that helps.
You should come play one sunday....or watch....just to see that it CAN be fun.
On a side note, I think it's far more fun for the players and far more complex for the DM. Your tricky fights and puzzles can be circumvented entirely by the use of the once-per-day super-abilities of characters if they combine them entirely. You can't balance everything around that possibility either, since you'd kill your party on the second or third round after they've blown those abilities.
I've adjusted by creating the encounter and including a "sideboard" of options to throw in depending on where the players stand. I always want to give them a challenge, but not blatently kill them unless they do something stupid. It's been fun so far.
Fear that which you have invited among you.
Wait with bated breath for what shall be revealed to you.
Revel in unabashed pleasure in that which you learn.
Wait with bated breath for what shall be revealed to you.
Revel in unabashed pleasure in that which you learn.
might be fun to watch/play. honestly, a good group can make up for alot of system problems. i've seen some horrible systems that turned into great games just because everyone was working together super well. i still have my doubts as to the value of 4th ed as an rp system however.
Threading the Gerbil since 1982
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I could clarify, but I won't cause I don't know how. That makes me a liar.
All things in moderation...Except syrup.
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