Imaro
Legend
It isn't as good of a quick reference.
What? Again this isn't making sense to me... what isn't as good of a quick reference?
It isn't as good of a quick reference.
I, for one, absolutely take your word for that.Why won't you take us at our word that our 4e game sessions aren't like this?
Well, there's the problem in a nutshell.
There's only four classes in the game now. There's only one ability ("attack") and it's various permutations. There's only one way to get abilities, and only one way to spend those abilities. There's one way to advance through the levels, and everyone gets equal rewards at each level.
That's quite a bit more homogeneous than earlier editions. Regardless of the benefits of this homogeneity, the actual different options are much more limited (though there's a lot of variations on the few options that exist).
I really wouldn't call 3,000 copies of the same picture in a slightly different tint "variety." Especially not when we're used to 3,000 different pictures.
The problems with accidental suck and overpower were certainly real, and needed to be addressed. That doesn't mean that the current model is the best middle ground, though.
Nope, not even a teeny change in position.and I hope this very long post has convinced you of that.
I'm sure you are correct. And I'm highly certain that vastly varied battlemat tactical options are present.I can assure you that our 4e games are just as varied in story and style as yours are, if you have a good DM.
Nope, not even a teeny change in position.
I'm sure you are correct. And I'm highly certain that vastly varied battlemat tactical options are present.
But you are still telling a story, ever bit as varied as mine, that is mechanically resolved by a system that puts "the math works" as the golden rule of design.
You can role play on top of any rule set. The question for me is, does some other system do a better job of building the character as I want to see it, rather than only as close as "working" math permits. And quite simply, I don't pay for role play. That comes for free. I pay for the best mechanical model I can get. The math works, as well as "simple" and "quick to prep", all require trade-offs some where.
4E is fine.
Other games are awesome.
4E is fine.
If the builds of 4E were less homogeneous, it would be closer to awesome.
But, it isn't. That's cool. I played better games during 2e and that worked out great, and the alternatives during the 4E era are looking even better for me.
As Bryon D said, I don't doubt that your 4e games have roleplaying. My 4e games, rare as they are, had roleplaying too!
The issue is, the roleplaying never really went anywhere mechanically. You can roleplay in Monopoly, but in the end you're just kinda faffing about - it doesn't have any effect on the actual game.
That's where the out of combat mechanics come in. It removes the "fighting as a minigame" or the jRPG CHSSST CHSSSST problems.
When the only mechanics you have are for combat, that's literally the only part of the game that is the game.
And again, the non-combat rules we have are skill challenges and...that's it. Yes, you can stand around and chatter, but - wait, no, the DMG tells you not to do that. So hey.
Look, I'm happy your houserules give you a lot more out of combat stuff, but house rules do not defend a game.
What 4e needs to do is the exact goddamn opposite of what they are doing with their skill tricks. Instead of saying "Hey, let's make skills more combat-related," they should be saying "Hey, let's make skills and powers more out-of-combat related!" Let illusionists make illusions. Let wizards light things on fire.
Once again, in before more houserules or "My good DM makes this otherwise!"
4e is awesome.
You might not think so, which is fine.
Admittedly, I'm more concerned with how my game runs under the hood than how many colors I can get the shiny new paint job in. Sounds like you're a paint job kind of guy, which is also fine. Just different priorities.