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4E is for casuals, D&D is d0med
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<blockquote data-quote="sinecure" data-source="post: 4284456" data-attributes="member: 37668"><p>I'll only concede this on two points: where a player doesn't lose their selfhood to the character and to know when they are acting well.</p><p>Have any proof for this? In my experience separating character from player knowledge can be an extraordinary trial when things start getting complex. If the game doesn't strive for equivalence between the two, it's already leaving players in the lurch. I doubt I need to tell you about why most of the games coming out of the indie community are less about roleplaying that not. That they consistently pull players out of character to better their games, to their detriment, makes me dubious of your claims. What proof have you got?</p><p></p><p>Now you're just lying to yourself. Have you read previous editions of the D&D? Before 3rd?</p><p>Damn it your right. 100's of powers for combat. Absolutely no variation in implementation. How's that for baroque design with autistic tendencies? All pegs must fit the round hole. Wonderful design you have there. It's a wonder they thought to add saves to area attacks.</p><p></p><p>BTW, think for all those 100s of powers and feats they have for combat they might add some for non-combat? You know, just for fun? You mention utility powers. Do you really equate these with the new non-combat play? </p><p></p><p>I see you're still stumped for why TWERPS hasn't taken the roleplaying world by storm.</p><p></p><p>It'll be a sad day for you when the powers in those books are no longer enough to satisfy. I await the additive system of "non-combat" powers.</p><p></p><p></p><p></p><p>Indeed.</p></blockquote><p>[/QUOTE]</p>
[QUOTE="sinecure, post: 4284456, member: 37668"] I'll only concede this on two points: where a player doesn't lose their selfhood to the character and to know when they are acting well. Have any proof for this? In my experience separating character from player knowledge can be an extraordinary trial when things start getting complex. If the game doesn't strive for equivalence between the two, it's already leaving players in the lurch. I doubt I need to tell you about why most of the games coming out of the indie community are less about roleplaying that not. That they consistently pull players out of character to better their games, to their detriment, makes me dubious of your claims. What proof have you got? Now you're just lying to yourself. Have you read previous editions of the D&D? Before 3rd? Damn it your right. 100's of powers for combat. Absolutely no variation in implementation. How's that for baroque design with autistic tendencies? All pegs must fit the round hole. Wonderful design you have there. It's a wonder they thought to add saves to area attacks. BTW, think for all those 100s of powers and feats they have for combat they might add some for non-combat? You know, just for fun? You mention utility powers. Do you really equate these with the new non-combat play? I see you're still stumped for why TWERPS hasn't taken the roleplaying world by storm. It'll be a sad day for you when the powers in those books are no longer enough to satisfy. I await the additive system of "non-combat" powers. Indeed.[/QUOTE] [/QUOTE]
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