View Full Version : 4th Edition is already here!
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03-30-2005, 02:16 PM
Post originally by Robert at 2005-03-30 13:16:28
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Everyone can save a decade of waiting for 4th edition and just buy Castles and Crusades...
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03-30-2005, 02:19 PM
Post originally by Gaming Nut at 2005-03-30 13:19:46
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Because Castles and Crusades includes different EXP charts per class that makes it better?
C&C did some good things, and a it did some bad things.
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03-31-2005, 11:52 AM
Post originally by Andrew Franklin at 2005-03-31 10:52:07
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And if you don't want the Castles and Crusades take on old-school, HackMaster is already in the second printing of its 4th edition!
Though the D&D implied would require a HackMaster Lite for the basic game as HackMaster is a complicated game.
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04-01-2005, 11:56 AM
Post originally by David at 2005-04-01 10:56:14
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I agree, C&C did both good and bad. However, I think the bad outweighs the good by a bit, taking the game a step backward in time, rather than forward. It's like D&D 2.75
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04-01-2005, 08:01 PM
Post originally by She Wolf of Mars at 2005-04-01 19:01:20
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Actually, "Mutants and Masterminds" seems to me, to be the next evolutionary step in D20 games. The mechanics are smooth and user-friendly, but you can do just about anything with them.
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04-03-2005, 04:48 PM
Post originally by Ezekiel Black at 2005-04-03 15:48:31
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I consider C&C to be DND 3.6th edition, and MnM to be DND 3.7th edition.
3.7 eliminates random roll Chargen, 3.8 would eliminate classes, 3.9 should eliminate levels.
I don't think it should hit 4th edition and continue with classes, levels, or random roll chargen. At least, that's my opinion on how they simplified the rules from 2nd edition (no unified mechanic) to 3rd edition (unified mechanic).
By my standards, since C&C is still a unified mechanic, it deserves to be considered 3.x edition.
Then again, by my logic 3.5 edition should have really been called 3.1 because all it did was add errata to 3.0. Many games do the same and only add a .1 to the edition.
But that's all just my opinion. YMMV
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04-13-2005, 07:44 AM
Post originally by DaveN at 2005-04-13 06:44:00
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M&M does not have classes. The archetypes presented in the rulebook are simply templates you can build to emulate some classic comic book heroes. You certainly do not have to follow them, and doing so gives no benefit outside of that of having a consistent character concept.
In a similar vein, levels in M&M are there not so much for characters to run on the levelling treadmill (although that is something that they can do if they wish, it is not really the focus of the ruleset), but more to allow the players and GM to decide on the level of power at which they want to run their campaign: gritty street-level, save-the-universe, etc. One nice thing about such an approach is that levelling up is no longer such a major focus for players, and that focus can then shift to the campaign world and how they interact with it.
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