Post by ziyousansz on Nov 4, 2012 17:00:38 GMT
*tosses two cents in the hat*
I've done a bit of gaming in my day. My current project is actually the creation of a d6 mechanic system. If you ever get the opportunity to make a spell mechanic for time magic, don't. Just, just don't.
4e: It's aimed at getting new blood into the game, though it has cost Wizards a number of older gamers. As a starting point I could recommend it, particularly if nobody in our group is familiar with the gameplay aspect of tabletop RPGs. Most of the rules will focus on combat mechanics, as will most of the abilities classes get. If you and your group are familiar with roleplaying form other sources, then you should be able to interject the RP back into the RPG.
- Pros: Streamlined math, easy-to-learn rules, "pick up and go" playstyle works well with it. You don't need a lot of prep to play.
- Cons: Four basic class options reflavored leaves long-term gaming a bit stale. (Ex: All Defenders are designed to punish marked targets for not attacking them, and have about 85% similar abilities to that end.) The game is scaled to having certain magical bonuses at certain levels, which ties up creative control and character efficiency into equipment hunting.
(Another thing to note about 4e is that the PHB 3 / Dark Sun books are the first releases on the game's current power level. The earlier books had everything doing too little damage and fights dragging on forever. Shadowfell, Feywild, and whatever the Underdark setting is called are scaled. Forgotten Realms isn't. The first two PHB aren't, but the classes can make due. There's a ton of supplemental stuff to kit out a character with.)
Pathfinder: I've heard, and said, that this is D&D 3.75. While mechanically similar, lower-leveled characters are easier to keep alive, and they can better handle challenges. Much more balancing is done between high-level classes as well. The skills are easier to keep track of without being oversimplified. A lot of classes were overhauled to come into their own better. (Paladins, for example, really carry more of the 'Holy Knight' motif than the 3.5 Pally ever did.) The math is more streamlined than 3.5 but not as simplified as 4e.
- Pros: A lot of options for character building. Nobody is hammered down into a role, though every class is better in its own field. Plenty of creative control.
- Cons: Takes more time to get the hang of, requires much more planning and prepwork.
3.5: I would honestly recommend Pathfinder. 3.5 has some real balance issues at the higher levels. You'll find situations where the fighters and rogues cannot touch a problem but the wizard could fix it in his sleep. Magic of any sort after 6th Level Spells outclasses what any non-caster character can do, and the rest of the party becomes a support cast to get the caster around.
I haven't looked into Iron Kingdoms yet. My groups are split between wanting to leave traditional fantasy and not, so I'm running 4e Dark Sun with one and Shadowrun with another.
I've done a bit of gaming in my day. My current project is actually the creation of a d6 mechanic system. If you ever get the opportunity to make a spell mechanic for time magic, don't. Just, just don't.
4e: It's aimed at getting new blood into the game, though it has cost Wizards a number of older gamers. As a starting point I could recommend it, particularly if nobody in our group is familiar with the gameplay aspect of tabletop RPGs. Most of the rules will focus on combat mechanics, as will most of the abilities classes get. If you and your group are familiar with roleplaying form other sources, then you should be able to interject the RP back into the RPG.
- Pros: Streamlined math, easy-to-learn rules, "pick up and go" playstyle works well with it. You don't need a lot of prep to play.
- Cons: Four basic class options reflavored leaves long-term gaming a bit stale. (Ex: All Defenders are designed to punish marked targets for not attacking them, and have about 85% similar abilities to that end.) The game is scaled to having certain magical bonuses at certain levels, which ties up creative control and character efficiency into equipment hunting.
(Another thing to note about 4e is that the PHB 3 / Dark Sun books are the first releases on the game's current power level. The earlier books had everything doing too little damage and fights dragging on forever. Shadowfell, Feywild, and whatever the Underdark setting is called are scaled. Forgotten Realms isn't. The first two PHB aren't, but the classes can make due. There's a ton of supplemental stuff to kit out a character with.)
Pathfinder: I've heard, and said, that this is D&D 3.75. While mechanically similar, lower-leveled characters are easier to keep alive, and they can better handle challenges. Much more balancing is done between high-level classes as well. The skills are easier to keep track of without being oversimplified. A lot of classes were overhauled to come into their own better. (Paladins, for example, really carry more of the 'Holy Knight' motif than the 3.5 Pally ever did.) The math is more streamlined than 3.5 but not as simplified as 4e.
- Pros: A lot of options for character building. Nobody is hammered down into a role, though every class is better in its own field. Plenty of creative control.
- Cons: Takes more time to get the hang of, requires much more planning and prepwork.
3.5: I would honestly recommend Pathfinder. 3.5 has some real balance issues at the higher levels. You'll find situations where the fighters and rogues cannot touch a problem but the wizard could fix it in his sleep. Magic of any sort after 6th Level Spells outclasses what any non-caster character can do, and the rest of the party becomes a support cast to get the caster around.
I haven't looked into Iron Kingdoms yet. My groups are split between wanting to leave traditional fantasy and not, so I'm running 4e Dark Sun with one and Shadowrun with another.