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4e is boring?
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<blockquote data-quote="habaal" data-source="post: 4503655" data-attributes="member: 61590"><p>Well, I've played a 3.5 game for a couple of years that sounded much like your description- because poor adventure design on the part of the DM is edition proof...</p><p>If my DM (and I guess Yours should listen too) were running a fun game that involved more than mere Hack N' Slash, well, it would be a bit more engaging.</p><p></p><p>On the surface, it looks like 4e rules cover only combat, but that isn't the case. Beside Skills and combat, maybe the the occasional ritual to spice things up and enhance the variety of options players have, there isn't much more the rules need to cover. This is What ANY rules need to cover. The rest, the really fun part of interesting plots and encounters, memorable NPCs and fun puzzles, the mix of world exploration and heroic fantasy- the hard part to come up with- is not in the Player's Handbook, nor should it be or ever was in previous editions.</p><p></p><p>Are you catching my drift? if your DM treats his table as a battle platform instead of a fun and complete social activity that stimulates the players into imaginning a full story and world, if he lets you feel you have nothing to offer the game table but a set of combat abilities, than he is distorting what DND is all about: fun, story-reliable play.</p><p></p><p>Your problem is boring advanturs, not a bad system design.</p><p></p><p>And by the way, even a socialy- oriented PC can and should find his place in the battlefield- it's DND after all and action is to be expected- but the fault is with advanture design not letting your PC's good roleplaying and social prowess shine. There is a reason why about half of the wizard and rogue utility powers (and to a lesser extent everyone else's) are not combat oriented and enhance mostly skills or preform other cool effects- for the game designers believed it's an essential part of the DND experience.</p><p></p><p> Shabat Shalom<img src="http://www.enworld.org/forum/images/smilies/angel.png" class="smilie" loading="lazy" alt=":angel:" title="Angel :angel:" data-shortname=":angel:" /></p></blockquote><p></p>
[QUOTE="habaal, post: 4503655, member: 61590"] Well, I've played a 3.5 game for a couple of years that sounded much like your description- because poor adventure design on the part of the DM is edition proof... If my DM (and I guess Yours should listen too) were running a fun game that involved more than mere Hack N' Slash, well, it would be a bit more engaging. On the surface, it looks like 4e rules cover only combat, but that isn't the case. Beside Skills and combat, maybe the the occasional ritual to spice things up and enhance the variety of options players have, there isn't much more the rules need to cover. This is What ANY rules need to cover. The rest, the really fun part of interesting plots and encounters, memorable NPCs and fun puzzles, the mix of world exploration and heroic fantasy- the hard part to come up with- is not in the Player's Handbook, nor should it be or ever was in previous editions. Are you catching my drift? if your DM treats his table as a battle platform instead of a fun and complete social activity that stimulates the players into imaginning a full story and world, if he lets you feel you have nothing to offer the game table but a set of combat abilities, than he is distorting what DND is all about: fun, story-reliable play. Your problem is boring advanturs, not a bad system design. And by the way, even a socialy- oriented PC can and should find his place in the battlefield- it's DND after all and action is to be expected- but the fault is with advanture design not letting your PC's good roleplaying and social prowess shine. There is a reason why about half of the wizard and rogue utility powers (and to a lesser extent everyone else's) are not combat oriented and enhance mostly skills or preform other cool effects- for the game designers believed it's an essential part of the DND experience. Shabat Shalom:angel: [/QUOTE]
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