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General Tabletop Discussion
D&D Older Editions
4e Compared to Trad D&D; What You Lose, What You Gain
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<blockquote data-quote="Manbearcat" data-source="post: 7530076" data-attributes="member: 6696971"><p>Alright, a quick interlude.</p><p></p><p>So we're at the point in this adventuring day where the following is true:</p><p></p><p>* Aliens from the Far Realm are invading the material plane with their weapons, their vehicles, their tech, and their psychic attacks. The PCs are at the endgame and cutting through their forces in a direct assault upon their mother ship.</p><p></p><p>* A Fighter has single-handedly taken down and seized control of the lead "tank AT-ST" of the "armored battalion" of the alien force. He's leaped mightily upon it, torn the hatch from it, decimated the crew, and navigated the alien technology to now man the tank.</p><p></p><p>* A swashbuckling duelist Rogue has danced, parried, and riposted his way across the battlefield many times over cut down the enemy vehicle force while the Wizard and Fighter (via the lead tank) has run interference.</p><p></p><p>* A Wizard's regime of flight capabilities is not up to the task of flying the 3 PCs the 1000 feet up to the mother ship. Meanwhile, the Fighter and the Rogue (with a small assist from the Wizard; roughly 9% of an assist math-wise, but very archetype-coherently) have just performed the D&D equivalent of "hot-wiring" alien vehicles to commandeer that tech and make that significant vertical climb.</p><p></p><p></p><p>With that accounting done, what do the decisions and outputs (and obviously related resource suites and resolution mechanics) within these conflicts demonstrate about the differences of 4e and traditional D&D?</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 7530076, member: 6696971"] Alright, a quick interlude. So we're at the point in this adventuring day where the following is true: * Aliens from the Far Realm are invading the material plane with their weapons, their vehicles, their tech, and their psychic attacks. The PCs are at the endgame and cutting through their forces in a direct assault upon their mother ship. * A Fighter has single-handedly taken down and seized control of the lead "tank AT-ST" of the "armored battalion" of the alien force. He's leaped mightily upon it, torn the hatch from it, decimated the crew, and navigated the alien technology to now man the tank. * A swashbuckling duelist Rogue has danced, parried, and riposted his way across the battlefield many times over cut down the enemy vehicle force while the Wizard and Fighter (via the lead tank) has run interference. * A Wizard's regime of flight capabilities is not up to the task of flying the 3 PCs the 1000 feet up to the mother ship. Meanwhile, the Fighter and the Rogue (with a small assist from the Wizard; roughly 9% of an assist math-wise, but very archetype-coherently) have just performed the D&D equivalent of "hot-wiring" alien vehicles to commandeer that tech and make that significant vertical climb. With that accounting done, what do the decisions and outputs (and obviously related resource suites and resolution mechanics) within these conflicts demonstrate about the differences of 4e and traditional D&D? [/QUOTE]
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4e Compared to Trad D&D; What You Lose, What You Gain
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