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General Tabletop Discussion
D&D Older Editions
Inquiry: How do 4E fans feel about 4E Essentials?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8440626" data-attributes="member: 82106"><p>Right, though PARTLY I feel like the traditions might be more interesting if they are a bit more esoteric. Like, basically in HoML you have power sources (and 'arcane' is not one of them). Every 'power' is keyed to one, and they have some significant game effects, a lot like 4e's version, but treated in a 'less is more' way. So, then you could have 'methodologies', which would be tags that deal with what traditions have developed which powers. 4e kind of does that under class really. So, now there wasn't much in 4e for a 'school' to do! But in another game there could be some simple typing, like I've identified 'enchantment', 'evocation', 'summoning', 'necromancy', and 'divination' as POTENTIALLY coherent categories, but you could easily go by something less concrete, like some sort of ancient traditions based on some academies and cabals that existed 1000's of years ago (and maybe still do) that practice certain styles of magic, but maybe not totally exclusively (and the lineage of any given power or practitioner could be complex). </p><p></p><p>Obviously you get very setting-specific with that pretty fast, but then maybe that's not so bad. There are plenty of builds, PPs, etc. that are fairly setting specific. Usually people just drag them into other contexts and hack the flavor as-needed. I always kind of wanted to see more of that. I mean, 2e was the only edition that ever kind of hinted at "hey make up these things", and they pretty much binned them all as 'kits', and that concept sort of died with 2e. That is, 3.x and 4e (and I guess you can say 5e too) don't really expect you to brew up your own. 2e kind of did (I mean it was real explicit with priests).</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8440626, member: 82106"] Right, though PARTLY I feel like the traditions might be more interesting if they are a bit more esoteric. Like, basically in HoML you have power sources (and 'arcane' is not one of them). Every 'power' is keyed to one, and they have some significant game effects, a lot like 4e's version, but treated in a 'less is more' way. So, then you could have 'methodologies', which would be tags that deal with what traditions have developed which powers. 4e kind of does that under class really. So, now there wasn't much in 4e for a 'school' to do! But in another game there could be some simple typing, like I've identified 'enchantment', 'evocation', 'summoning', 'necromancy', and 'divination' as POTENTIALLY coherent categories, but you could easily go by something less concrete, like some sort of ancient traditions based on some academies and cabals that existed 1000's of years ago (and maybe still do) that practice certain styles of magic, but maybe not totally exclusively (and the lineage of any given power or practitioner could be complex). Obviously you get very setting-specific with that pretty fast, but then maybe that's not so bad. There are plenty of builds, PPs, etc. that are fairly setting specific. Usually people just drag them into other contexts and hack the flavor as-needed. I always kind of wanted to see more of that. I mean, 2e was the only edition that ever kind of hinted at "hey make up these things", and they pretty much binned them all as 'kits', and that concept sort of died with 2e. That is, 3.x and 4e (and I guess you can say 5e too) don't really expect you to brew up your own. 2e kind of did (I mean it was real explicit with priests). [/QUOTE]
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Inquiry: How do 4E fans feel about 4E Essentials?
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