Dausuul said:
It is emphatically not the job of the system to accommodate people who want to play "a rogue class who knows zero about finding traps." It might be the job of the system to accommodate people who want to play "a sneaky guy who knows zero about finding traps."
The system should be able to represent most reasonable character concepts, but "rogue class" is not a character concept, it's a game mechanic. If part of the definition of the rogue class mechanic is that it includes finding traps, then it's silly to expect to be able to make a rogue who can't find traps. It's equivalent to saying, "I want a guy with the Trapfinding skill who doesn't know how to find traps."
Now, since being a sneaky guy in 4E amounts to taking one skill (Stealth), having a decent Dexterity, and not wearing heavy armor, making a sneaky guy who doesn't know how to deal with traps is really not too hard. Play a ranger, for instance.
It seems I phrased it wrong, ok let me try again then. Instead of Rogue let me say, renaissance man. I want the third son of a Baron who's quite learned in different things (Rogue gives enough skill points for this) and fights with a light blade style. Rogue in third edition fits this perfectly and it's not an uncommon concept. Yet while you can get the fighting style right in 4.0 (perhaps even better) the mental part of doesn't quite fit. Sure you can simply say that it's part of his background. But that doesn't mean it's supported by the system. And yes you can house rule it, but that's not part of the system either.
And that's what a lot of people are saying really. Not that they can't change it, but that it's a pity that it's like that in the first place.
Kesh said:
2) Take a page from Shadowrun: Each character gets (INT bonus) trained "knowledge" skills. These are skills that have little to no mechanical impact, but grant flavor and potential role-playing opportunities. Skills like Historical Plays, Sport:Stickball or Current Royal Gossip for the Kingdom of Blue Cards.
The second part of your statement just comes across as saying those who want to play their character with the skills as written are having BadWrongFun™. You assume that they aren't having as much fun as you by not playing your way.
About skills, I already made a house rule about that.
http://www.enworld.org/showthread.php?t=228227
I don't know if I'll use it. But I like the idea that I *can* use it
As for the second part, I'm not saying that they have BadWrongFun. I'm saying that some simply don't have as much fun. I'm sure that there are lots of people who find min-maxing lovely and have lots of fun doing it like that. But I wasn't talking about them.
Pbartender said:
I just never understood why "hobbies" and such needed actual skills to represent them.
Well this is the cruz of the matter. It's not really that 4.0 is right or wrong. It's simply a system for people to play in. It just depends what kind of game you want. The rogue character I mentioned earlier is a good example.
Some people consider it the most fun if the game from one battle to another. Perhaps loosely connected with a story and a goal or two. 4.0 is perfect for these people. It's build for tactics, balanced fighting etc. If they made the renaissance character I mentioned earlier they would love the 4.0 version.
Another extreme might be people who want to deal with other aspects of the world. Let's say the renaissance character managed to win a keep and wanted to deal with the administration, hold a ball and talk to some people about art and woo the girls there so he could marry her and add more land to his own (a more political social based game) then 3.x seems a lot better then 4.0.
Mind you, they are somewhat extremes but I did that for simplification.
Me, I plan on finishing this popcorn and later on look forward to tactics in 4.0. And making more social etc games with other systems.