Henry
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Well, since the 3.x era, and certainly in the 4e era, I have seen increasing incidence of some players telling other players what to do on "their" turns. From threads on EN World -- where players have complained about other PC builds not being efficient enough -- I suspect that there are groups out there, right now, where even having separate characters is really an illusion. The operative unit has become, as with Bus Depot Diner, the team.
Oh, you mean like in AD&D when each party had a caller?

Seriously, bossy jerks at the table have been nothing new - but at least in 4E, there are whole classes built around the fact that a person can give their party bonuses if the party allow themselves to be bossed around.
Lanefan said:Dare I take it a step farther and suggest the sense of enchantment has been sacrificed on the altar of balance (both real and perceived), along with some other things?
Me, I've perceived it as the game having taken a step back towards the older D&D way of empowering the DM to make the changes needed to shake things up and build that sense of wonder on the fly with magical effects unreproduceable by PCs, monsters and NPCs easily changeable again within the rules, and magic items again possessing unique or quirky effects - but still keeping it in a rules framework that gives the DM a guideline where he is less likely to throw something out there that is well outside the party's range.
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