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<blockquote data-quote="Caster" data-source="post: 5858637" data-attributes="member: 6689898"><p>It seems to me that a lot of you are concerned that DNDN will lose a certain amount of it's complexity in regards to combat tactics & resolution and character creation (and possibly character advancement choices) with nothing to show for it in return due to the (largely assumed) limitations of the One-Hour Adventure model.</p><p></p><p>From my perspective 4e's character creation complexity stems from the fact that players are actually maximizing their PC's stats, skills, feats, etc. so that they are the most effective in combat encounters as they can be at the expense of being equally effective outside of combat situations. Nor need they be as the rules governing those elements are scanty indeed and can be handled by a few sub-systems in a decent manner. </p><p></p><p>However, By placing equal emphasis on all 3 Pillars (Combat, Exploration, Interaction), you require that the rules be balanced to handle each kind of activity fairly. It actually creates MORE choices and complexity across all 3 areas and not solely on combat.</p><p></p><p>Handled correctly we should see beefed up rules for all kinds of Exploration and Interaction scenarios that will only ratchet UP the drama and suspense and storytelling and NOT diminish it as some of you suspect.</p><p></p><p>Now we should be able to have character possibilities where they can be strong, average, or weak in one Pillar over another and yet still be important additions to a group of adventurers. Perhaps character roles will be defined by which Pillar a character is built around rather than the current Combat Roles version.</p><p></p><p>Will tactical combat be somewhat simplified in order to accommodate this paradigm shift? Maybe so. But surely with nothing to show for it in return.</p><p></p><p>Dave</p></blockquote><p></p>
[QUOTE="Caster, post: 5858637, member: 6689898"] It seems to me that a lot of you are concerned that DNDN will lose a certain amount of it's complexity in regards to combat tactics & resolution and character creation (and possibly character advancement choices) with nothing to show for it in return due to the (largely assumed) limitations of the One-Hour Adventure model. From my perspective 4e's character creation complexity stems from the fact that players are actually maximizing their PC's stats, skills, feats, etc. so that they are the most effective in combat encounters as they can be at the expense of being equally effective outside of combat situations. Nor need they be as the rules governing those elements are scanty indeed and can be handled by a few sub-systems in a decent manner. However, By placing equal emphasis on all 3 Pillars (Combat, Exploration, Interaction), you require that the rules be balanced to handle each kind of activity fairly. It actually creates MORE choices and complexity across all 3 areas and not solely on combat. Handled correctly we should see beefed up rules for all kinds of Exploration and Interaction scenarios that will only ratchet UP the drama and suspense and storytelling and NOT diminish it as some of you suspect. Now we should be able to have character possibilities where they can be strong, average, or weak in one Pillar over another and yet still be important additions to a group of adventurers. Perhaps character roles will be defined by which Pillar a character is built around rather than the current Combat Roles version. Will tactical combat be somewhat simplified in order to accommodate this paradigm shift? Maybe so. But surely with nothing to show for it in return. Dave [/QUOTE]
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