viktor_haag (
viktor_haag) wrote2008-09-02 08:58 am
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Why 4e is a bridge
After starting to fiddle with the translation that will be needed to move the Monday Night Group over to 4e, I'm becoming swiftly convinced that 4e is a bridge for two big reasons: (a) it's fun to play, and (b) they've finally offered a set of rules that make things easy to piece together balanced sets of scenes in a clear and swift manner. I still haven't really figured out how exactly 3.5e constructs scenes; by contrast, building scenes with the new rules is easy, adjusting and tailoring foes appears to be easy. The proof will be, of course, when these notes get put into play in a month or so, but from my point of view, point (b) goes a heck of a long way and helps explain why everyone seems to be taking to the new edition like ducks to water.
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In all seriousness, D&D adventures don't have scenes, so I'm a bit baffled by what you mean here.
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As I was translating Pathfinder #2's first part on the weekend, I found it fairly easy to deconstruct it and kit-bash it back together with the 4e guidelines: "OK, the players should advance about this much during this part, which means I need about this many 'encounters', so how does the material here map onto that? Well, let's see: here's a quest, here's a skill challenge or two, here's the encounters they've provided that I should translate over... hmmm... still missing something? Aha! OK, here's another scene that would make sense, now to build it, snip, snap, all done!"
What I really like is the new "minion/standard/elite/solo" type templating for foes. It's quite easy to scale foes up and down with a minimum amount of effort: especially once you realize that you can use the MM as a pratique and start lifting powers and abilities from here and there to good effect: the role definitions for foes give reasonably good guidance on what kinds of powers can be copied over without much worry about balance (at least it seems that way: we'll have to see if it turns out that way in a month or so).
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