JamesonCourage
Adventurer
Like I said in my post, I'm not replying to Come And Get It in this thread. Don't want to derail it. I'd be happy to discuss it in a different thread where it feels like it won't overwhelm the purpose of the thread.To me, Come And Get It [SNIP]
Two things. One, I think you're statement above is pretty accurate. Two, my Fighters in 3.5 never felt liked they sucked; the same goes for my players. But, I deeply understand why this was a concern for 4e, and for other groups.With 4e they sought to avoid the "process sim=Your Fighter Sucks" problem by concentrating on results rather than process.
First: sorry for parsing things into short sentences that I'm replying to. I'm not trying to be nitpicky.I'm very happy with the 'result'of that - that my Fighter is actually cool, and plays like a movie hero.
Second: very recently in this thread, I commented on Balesir's "protagonism" in 4e. While that is something I get, I want to make it clear that I don't think that "movie hero" is the same thing, and it's not something I'm looking for in D&D. Though, Balesir's point about "control over one's character" definitely resonates with me. If you don't mind, can you comment on 4e and skill use, and how you feel it plays into (what I think is) Balesir's take on "protagonism"?
Well, that's not broad appeal if you're almost assured to be pushed to the top of every fight (since many people don't want that in a game). Though, I do see the appeal in both approaches. When I run my own fantasy RPG, I much prefer things be grittier, where getting into a fight in a dangerous proposition most of the time, and where trying to stop those 20 guys with crossbows is going to be hard to live through; on the other hand, when I play Mutants and Masterminds, I want stuff stacked in favor of the PCs (and players), so that they can overcome almost assuredly overcome most challenges.It's also cool needing to use skill and luck to beat the odds like the real Audie did, but for a lot of players that translates as "Your PC died again. Next!" - and that gets pretty dispiriting for the less skilled or less challenge-oriented players. That's one way in which 4e's focused play style arguably has broad potential appeal - a wide range of newbies can play it and get a satisfying (and dramatic) play experience. Their PCs are unlikely to get repeatedly crushed, Moldvay-style. You Are The Hero.
I think, as is often the case, that this boils down to preference. I don't mind highly cinematic, movie-like elements in my M&M game, but I want something much more grounded, something much more gritty for my fantasy gaming. I've always liked low-level D&D, and I'm much happier when the game forces you to walk everywhere, rather than throwing things like teleports and portals around to get everywhere. It makes me glad that Game of Thrones is on the air, rather than the Wheel of Time series.
But like I said, it's preference. I think there's plenty of "protagonists" in the Song of Ice and Fire series, despite the "high" casualty rate, the permanent injuries, and the like. And I, personally, find that story much more interesting than most fantasy. So, while I agree with Balesir about "control over one's character", I don't think I conflate "movie hero" and "protagonist". Again, though, it's just my preference. As always, play what you like

(Side note: I very much prefer GDS, as far as terminology goes; it seems much easier for people to casually or even inherently understand, from my experience.)