Khur
Sympathy for the Devil
Highly dependant on interpretation, and the reasonableness of that interpretation, probably hence JohnSnow's point. Three item categories are “primary,” and the article makes that clear. Only very loose interpretation, the sort that ignores what the article says, can place secondary slot items in a “required” category. You need the items that give enhancement bonuses—weapon/implement (attack), armor (AC), and neck (defenses). Other items are entirely optional, and it’d be easy to gloss over them. As long as you find some way to emulate the three that the system actually does require, you can gloss over magic items altogether. The only one that would require any sort of stretch in a nonmagical world is the neck slot. If you really wanted to do it, you could instead come from another angle and reduce the attack bonuses and defenses in the game to account for a lack of such items.Imban said:Well, in a way, it is - the need for piles of magic items is still quite present. Without the piece of information that it's also easier to remove - which you could maybe derive from the article, but it's much better that Mike Mearls came out and said it - it's contradicting itself by positing that magic items are less required and then creating a scenario where magic items are just as required in D&D-as-written.
The truth is, historically and generally, that every soldier wore the best armor he or she could afford. Gunpowder obviated the need for plate and similar scale armors, opening the way for lightly armored swordsmen to become the norm—until guns became really reliabele and fast. Then sword fighting became a hobby. Plate-wearing tanks and lightly armored pro soldiers only really coexisted because the lightly armored guys couldn’t afford all the steel the knight was wearing.Cbas_10 said:I know a fighter in lighter armor is at a disadvantage when not in heavy armor, but that can simply be a cool quirk about a character; a character with disadvantages would have to think things out more and compensate in other places. But when a developer says that "a house rule is needed because the game expects it"? Sorta sucks the wind out of the design-by-concept sails....But...we'll see.
D&D mixes the two concepts (knights and swashbucklers) only to allow people to play characters they imagine rather than enforcing some artificial “tools of the time” limitation. In 4e D&D, a swashbuckler type is a rogue (sneaky) or a ranger (focused on efficient killing), emulating the "swashbuckly" style very, very well. This is without house rules or thwarting design-by-concept characters. A person who wants to play a swashbuckler is going to find a lot more interesting options in the ranger and rogue classes. Those who gravitate to fighters will want armor.
That doesn’t actually follow logically at all. The truth is that one class that occupies a role can substitute for another. That is a far cry from saying that one is so much like the other that it replicates abilities or fills another’s niche. The rogue is a striker, but playing one is nothing like playing a warlock—also a striker. A home game that allowed only martial classes would see differences in the roles and characters, even characters who had the same class but chose differing builds.mmu1 said:If you can play the game with just those classes without having to modify much of anything, then it logically follows that they're able to replicate the abilities / fill in the niches of other classes, which sounds... boring.
None of your examples here are the same as "The whole party is here, and I'm the only one who do FOO—at all." It's one thing to have a rotating spotlight, a challenge designed to reward a particular character build, or even an episodic focus on a particular PC. It's entirely another to challenge one PC in such a way that the adventure stalls or logjams. One is good design and DMing, the other simply isn’t.Lizard said:This goes beyond combat/action sequences. When Player A is having a deep and meaningful discussions with his romantic partner, it's not proper for "Everyone to participate". When Shifty The Rogue has to go sneak off to meet with the head of the thieves guild to discuss Guild Business, he doesn't need Thud the Barbarian and Fingerwiggles the Wizard tagging along because otherwise they'd be "bored". PCs have lives outside the party, and a game which denies/denigrates them out of an obsession with "Everyone gets to do something, all the time, no matter what" is a poor game, IMO.
4e isn’t going to stop you from scouting ahead or otherwise doing things that are your shtick better than your buddies. I’d like to know what gave you that impression so strongly that you’re willing to insult the game’s design philosophy and those whom WoTC considers average players, game sight unseen. That seems a little irrational, acknowledging some of that on all sides of 4e issues.
Similarly, encounter powers haven’t had much influence on my world building. I guess they don’t work the way you’re assuming they will in that regard. They do a reasonable job of simulating that big, exciting attack a hero does every once in a while. The world-changing stuff often relies on rituals, which can be limited in any way a DM needs them to be. D&D has always had elements that make worldbuilding tough if you focus on them.
I’m a storytelling sort of DM, and my players are highly demanding roleplayers. They’re used to rotating spotlight, episodic focus, and challenge focus. Of course they see parts of the accepted D&D milieu that are weird from a "Why doesn't this dragon rule the world?" or "What the heck is this bookworm doing spelunking?" standpoint. They haven’t complained once about the problems you’re imagining. Believe me, they would. Loudly.
If anything, 4e is designed with more awareness of potential logjams. You won’t see things like Cadfan’s sorry scene as often, to be sure. That doesn't mean you'll have no room for one character or another to shine, even in nonwombat situations.
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