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3E & 4E Love and Hate Polls - What does it mean?
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<blockquote data-quote="Barastrondo" data-source="post: 5020217" data-attributes="member: 3820"><p>It doesn't surprise me much. Consider the reverse wording "Would you prefer a game that favors more realistic combat simulation at the expense of greater simplicity and balance?" That's how some see it. It might be nice to have everything. But if there's a choice to be made, not everyone's going to value the same stuff.</p><p></p><p>Plus you never know just what players will be attracted to. My wife loves Champions, for instance. She does not like actually building a character much, though. What she does like is the versatility — and the fun of doing knockback. She just gets me to build her characters for her, so she can mess around with the "actual play" interface and do lots of Knockback. Forced movement in 4e is similar. It's a selling point on its own.</p><p></p><p></p><p></p><p>I tend to see players getting awfully creative with 4e, and some of them do so in some ways moreso than they did in 3e. But it depends on whether or not you consider reskinning and other such things competitive in the "creativity" department. Using shifter + druid rules to have a workable werewolf character? That's pretty creative, I think, and it's all client-side: it doesn't rely on published rules for playing a werewolf. Also, it really, really depends on whether or not the group is comfortable with things like pg. 42 of the DMG, or ad-libbed skill challenges. </p><p> </p><p>It's all totally reliant on chemistry, of course. A group that doesn't get along with 4e's core assumptions is going to spend more time chafing at the restrictions than a group that enjoys what it's trying to achieve. That's pretty much true of any RPG ever, though. Players who want to be larger-than-life heroes who beat the living hell out of evil aren't going to fit well with Call of Cthulhu no matter how elegantly refined that venerable game may be.</p></blockquote><p></p>
[QUOTE="Barastrondo, post: 5020217, member: 3820"] It doesn't surprise me much. Consider the reverse wording "Would you prefer a game that favors more realistic combat simulation at the expense of greater simplicity and balance?" That's how some see it. It might be nice to have everything. But if there's a choice to be made, not everyone's going to value the same stuff. Plus you never know just what players will be attracted to. My wife loves Champions, for instance. She does not like actually building a character much, though. What she does like is the versatility — and the fun of doing knockback. She just gets me to build her characters for her, so she can mess around with the "actual play" interface and do lots of Knockback. Forced movement in 4e is similar. It's a selling point on its own. I tend to see players getting awfully creative with 4e, and some of them do so in some ways moreso than they did in 3e. But it depends on whether or not you consider reskinning and other such things competitive in the "creativity" department. Using shifter + druid rules to have a workable werewolf character? That's pretty creative, I think, and it's all client-side: it doesn't rely on published rules for playing a werewolf. Also, it really, really depends on whether or not the group is comfortable with things like pg. 42 of the DMG, or ad-libbed skill challenges. It's all totally reliant on chemistry, of course. A group that doesn't get along with 4e's core assumptions is going to spend more time chafing at the restrictions than a group that enjoys what it's trying to achieve. That's pretty much true of any RPG ever, though. Players who want to be larger-than-life heroes who beat the living hell out of evil aren't going to fit well with Call of Cthulhu no matter how elegantly refined that venerable game may be. [/QUOTE]
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