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4E Consequences: Being passive, cautious, or a loner is now unoptimized
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<blockquote data-quote="ryryguy" data-source="post: 4684205" data-attributes="member: 64945"><p>Some interesting observations, thecasualoblivion.</p><p></p><p>As others have stated, it may well have been intentional on the part of the designers to discourage some styles of play, or if not to actively discourage them, to indirectly discourage them by encouraging others.</p><p></p><p>It's not clear from your post whether you think this is a bad thing. It does sound like it's making the experience less fun for certain of your players, so you probably want to address that. </p><p></p><p>One thing is that your players might find different characters more comfortably fit their styles. The "passive Rogue" for example might find a bow Ranger more to her liking. It wasn't clear whether you actually have a Defender who doesn't like getting hit all the time, but if so, that player too might benefit from a role switch.</p><p></p><p>The other way to approach it is to talk it over with them, to make sure they understand their characters and roles and how they might change their tactics and approach to get more enjoyment out of their characters. You could try to work with them by setting up "teaching encounters" where they are lead to tactics and decisions that play to their strengths. Not forcing them of course, just making it clear and giving hints. Like maybe an NPC who shouts to the rogue, "Now's your chance! Get up on the rock behind the guard and he won't have a chance!"</p><p></p><p>This latter approach is probably the only hope of addressing the issue with the lone wolf powergamer - frankly his preferred style sounds like it might reduce the fun for the rest of the group, anyhow. For the passive rogue player, she may just have to decide which she likes better, being a rogue or being passive. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="ryryguy, post: 4684205, member: 64945"] Some interesting observations, thecasualoblivion. As others have stated, it may well have been intentional on the part of the designers to discourage some styles of play, or if not to actively discourage them, to indirectly discourage them by encouraging others. It's not clear from your post whether you think this is a bad thing. It does sound like it's making the experience less fun for certain of your players, so you probably want to address that. One thing is that your players might find different characters more comfortably fit their styles. The "passive Rogue" for example might find a bow Ranger more to her liking. It wasn't clear whether you actually have a Defender who doesn't like getting hit all the time, but if so, that player too might benefit from a role switch. The other way to approach it is to talk it over with them, to make sure they understand their characters and roles and how they might change their tactics and approach to get more enjoyment out of their characters. You could try to work with them by setting up "teaching encounters" where they are lead to tactics and decisions that play to their strengths. Not forcing them of course, just making it clear and giving hints. Like maybe an NPC who shouts to the rogue, "Now's your chance! Get up on the rock behind the guard and he won't have a chance!" This latter approach is probably the only hope of addressing the issue with the lone wolf powergamer - frankly his preferred style sounds like it might reduce the fun for the rest of the group, anyhow. For the passive rogue player, she may just have to decide which she likes better, being a rogue or being passive. ;) [/QUOTE]
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