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4E is for casuals, D&D is d0med
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<blockquote data-quote="Cadfan" data-source="post: 4284150" data-attributes="member: 40961"><p>I find it entertaining that 4e, which is probably the most tactically rich RPG out there as far as combat goes, is also lambasted as being overly simple. The simplifications of 4e mostly relate to areas where complexity is useless, or even counterproductive. Take an obvious example like Turn Undead. In 3e, this was a bunch of work. In 4e, you make an attack roll. There are a LOT of things like this in the game, where multiple rolls have been reduced to just one.</p><p></p><p>The reason I find that so valuable is simple- its a question of where I want the game to focus. </p><p></p><p>3e had a certain inevitable focus on mechanics, since a lot of them were a bit complex. Want to knock someone prone? You needed an unarmed melee touch attack, you got attacked by an attack of opportunity (unless you had the feat that made you immune, which you probably did because almost no one tripped if they didn't), if you hit your target you got the chance to make a strength check opposed by their strength or dexterity (their choice) modified by a + or -4 for every size difference between the two of you. If you succeeded, they fell prone. And of course you probably have a feat that lets you take a free attack once your foe is tripped.</p><p></p><p>In 4e, you use your per encounter power that hits someone in the face so hard they fall over. Make an attack roll. Did it hit? If so, do damage, and your target is prone.</p><p></p><p>So much easier. So much better for casuals. But notice! Its EXACTLY as tactically rewarding! Absolutely nothing of what I value in D&D was lost. And by making something interesting like Trip happen quickly, it means that more interesting things like that can happen per fight without bogging down the game. Simplicity of mechanism can produce depth of interaction.</p><p></p><p>Meanwhile the noncombat systems are just as good as 3e, and do just as many of the things which matter to adventurers as 3e, plus a few more. The things which were omitted, like professions, are better handled through roleplaying than stats anyways, in my opinion. I don't predict the slightest hitch in how I handle matters outside of combat.</p></blockquote><p></p>
[QUOTE="Cadfan, post: 4284150, member: 40961"] I find it entertaining that 4e, which is probably the most tactically rich RPG out there as far as combat goes, is also lambasted as being overly simple. The simplifications of 4e mostly relate to areas where complexity is useless, or even counterproductive. Take an obvious example like Turn Undead. In 3e, this was a bunch of work. In 4e, you make an attack roll. There are a LOT of things like this in the game, where multiple rolls have been reduced to just one. The reason I find that so valuable is simple- its a question of where I want the game to focus. 3e had a certain inevitable focus on mechanics, since a lot of them were a bit complex. Want to knock someone prone? You needed an unarmed melee touch attack, you got attacked by an attack of opportunity (unless you had the feat that made you immune, which you probably did because almost no one tripped if they didn't), if you hit your target you got the chance to make a strength check opposed by their strength or dexterity (their choice) modified by a + or -4 for every size difference between the two of you. If you succeeded, they fell prone. And of course you probably have a feat that lets you take a free attack once your foe is tripped. In 4e, you use your per encounter power that hits someone in the face so hard they fall over. Make an attack roll. Did it hit? If so, do damage, and your target is prone. So much easier. So much better for casuals. But notice! Its EXACTLY as tactically rewarding! Absolutely nothing of what I value in D&D was lost. And by making something interesting like Trip happen quickly, it means that more interesting things like that can happen per fight without bogging down the game. Simplicity of mechanism can produce depth of interaction. Meanwhile the noncombat systems are just as good as 3e, and do just as many of the things which matter to adventurers as 3e, plus a few more. The things which were omitted, like professions, are better handled through roleplaying than stats anyways, in my opinion. I don't predict the slightest hitch in how I handle matters outside of combat. [/QUOTE]
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