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<blockquote data-quote="Goonalan" data-source="post: 4469745" data-attributes="member: 16069"><p>Thanks, although the damage is done, see future posts.</p><p></p><p>I think our problem is not really 4e related, more to do with a clash of personalities, and two distinct styles of gaming. It could have happened in Whiterock, in fact the arguments went unreported in the Whiterock write up, they were happening then but not to the same degree. Perhaps 3.xE allows for a more free form version of the game, the players roles were a little less confused. Defenders are boring, or so it seems to my players, a 3e fighter was a lug that just went mad with hammer and axe- well they were for my players- defender, hah, they defend nothing (save themselves), the fighter (and paladin, and sometimes ranger, and sometimes cleric, and barbarian and well more or less everyone except the dress wearing classes (wizards et al) were in like flynn- every combat more or less). 4e has made the players more conscious of their roles, and require PCs to be built (stats, feats & powers) predominantly to reflect their role.</p><p></p><p>The paladin in my game, Daja, seems to be point person and regardless of her AC is pretty busted up every fight, same the cleric and the rogue. In 3.xE the players saw combat as an opportunity for everyone to get dirty but something that lasted well, ten to twenty minutes, 2-5 rounds maybe, a good hit kills a kobold, or a Goblin, or Hobgoblin, or Orc- but not any more, thus the war of attrition which leaves half my players surgeless after four or five encounters while those at the back, or constantly in motion avoiding the fracas, a-ok.</p><p></p><p>Still we like the game and see another way of playing it, in future turns you'll see that we've changed the composition of the party, and discovered greater cohesion along the way, although (in-game) the test is yet to come.</p><p></p><p>Having said that the personality thing, two of the players at odds with each other, the in-game issues with roles was just the straw that broke the camel's back.</p><p></p><p>I think it would be easier if we were sat around a table but that's not possible alas, although at times I think there'd have been a punch up, or a walking out- so maybe the use of MapTools could be seen as a boon.</p><p></p><p>Thanks for taking the time to reply, always appreciated,</p><p></p><p>Cheers</p></blockquote><p></p>
[QUOTE="Goonalan, post: 4469745, member: 16069"] Thanks, although the damage is done, see future posts. I think our problem is not really 4e related, more to do with a clash of personalities, and two distinct styles of gaming. It could have happened in Whiterock, in fact the arguments went unreported in the Whiterock write up, they were happening then but not to the same degree. Perhaps 3.xE allows for a more free form version of the game, the players roles were a little less confused. Defenders are boring, or so it seems to my players, a 3e fighter was a lug that just went mad with hammer and axe- well they were for my players- defender, hah, they defend nothing (save themselves), the fighter (and paladin, and sometimes ranger, and sometimes cleric, and barbarian and well more or less everyone except the dress wearing classes (wizards et al) were in like flynn- every combat more or less). 4e has made the players more conscious of their roles, and require PCs to be built (stats, feats & powers) predominantly to reflect their role. The paladin in my game, Daja, seems to be point person and regardless of her AC is pretty busted up every fight, same the cleric and the rogue. In 3.xE the players saw combat as an opportunity for everyone to get dirty but something that lasted well, ten to twenty minutes, 2-5 rounds maybe, a good hit kills a kobold, or a Goblin, or Hobgoblin, or Orc- but not any more, thus the war of attrition which leaves half my players surgeless after four or five encounters while those at the back, or constantly in motion avoiding the fracas, a-ok. Still we like the game and see another way of playing it, in future turns you'll see that we've changed the composition of the party, and discovered greater cohesion along the way, although (in-game) the test is yet to come. Having said that the personality thing, two of the players at odds with each other, the in-game issues with roles was just the straw that broke the camel's back. I think it would be easier if we were sat around a table but that's not possible alas, although at times I think there'd have been a punch up, or a walking out- so maybe the use of MapTools could be seen as a boon. Thanks for taking the time to reply, always appreciated, Cheers [/QUOTE]
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