I'm A Banana
Potassium-Rich
Xechnao said:is KM correct?
Always. It's like the Bible. If you see an apparent inaccuracy or contradiction, it's really just your own lack of understanding of the proper way in which to understand it.
....wait, what am I supposed to have said?
What risks were you going to take would ultimately influence your further progress within the dungeon or adventure. There were more answers to this question than just one and each player had to figure out how the others react and so to provoke his desired course of action. Now, with 4e's respected encounter roles it seems this active negotiation has been lost somehow.
Do you think this is correct? If so, do you think this is important and how?
Um.
I don't think 4e's combat roles mean any sort of inherent risk-taking or option-making is lost. I do think that 4e mostly focuses tightly on individual encounters, and that a lot can be gained from widening the focus out to include the context in which those encounters occur. Part of this means that encounters become subordinate to the flow of the adventure/dungeon, which means some encounters would probably be riskier than others, and deciding between options in play may affect which encounters you ultimately deal with, and which ones you avoid.
I'm not so sure the 4e designers overlooked something as I think they may have been focused elsewhere (namely, on the combat engine).
To the more recent point, I don't think 4e has, functionally, fundamentally, messed with the notion of what your character is in D&D. Even back in the day you had "0th level characters" and 3e had NPC classes (90% of any population = commoners). D&D characters have always been monumental badasses even from Day 1. Any other way of playing was, essentially, a house rule (not that people didn't play that way anyway, and not that it wasn't a load of fun, just that the RAW didn't support it very well out of the box). 4e just makes this more so, which many see as a virtue (many who were annoyed by having to fire a crossbow as a 1st level wizard, or who didn't like the fact that a goblin could kill you by breathing hard).
Monsters got turned up a peg, too, so it's not like a 4e character at 1st level is any more epically heroic than a 3e character (forex). Your kobolds have more than 3 hp now, too. So you're still going kobolds -> goblins -> I dunno, giants -> maybe a dragon -> mind flayers -> beholders -> demons/devils -> the terrasque -> gods -> etc., or whatever. You're just doing it with more middle ground now than you were before, more freedom to fail before you die.
Which means that your lethality was toned down.
Which, in a game that is at least part storytelling, or where it takes more than 2 minutes to whip up a character (software excluded), is probably a positive thing.
Not that it couldn't swing back the other way, if we take a more gamist approach, streamline character creation, and run D&D as if it were just dungeon crawls for loot.
Though videogames generally do that thing better.