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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
[4e] Paladin (feat) advice needed
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<blockquote data-quote="EzekielRaiden" data-source="post: 6844434" data-attributes="member: 6790260"><p>I get the feeling, from my own reading of those threads, that he came into the hobby relatively early too (no later than 2e and probably much earlier), stuck around until 3e came out and decided it wasn't his flavor, which led to him looking into other games and ideas, particularly PbtA games. Personally, from my experience with other DMs specifically running PbtA games, I definitely think it's having a positive influence. Part of it is just...Dungeon World makes a point of putting each player's choices, from the bottom up, in a central game place. The fact that someone is The Wizard--not merely <em>a</em> wizard--sets a little bit of the tone and direction of your game. Similarly, our game would not at all be the same if I had played a Sorcerer (my original, speculative choice, before a spot opened and left a need for a Defender, aka my favorite class, the Paladin!)--the religious overtones and devotional aspect of Seth would not be present, and it would have tweaked the narrative in a different direction. These kinds of lessons, which have always been important for tabletop play, are pushed front-and-center by Dungeon World's design, and I think that leads to Really Good Things for ANY future game a person runs. There's good reasons why, despite always wanting more bells and whistles to play with, I have SUPER fond memories of playing DW.</p><p></p><p></p><p></p><p>Yeah, 4e got a bad rap. We'll see how things evolve with time. It would be lovely for 4e to get a thorough renaissance treatment, one that kept true to the core spirit while polishing it up. Most people who have enough interest in that, I find, tend to want to go much, much further...I coined the phrase "mutations" as opposed to "clones" because, well, a lot of people making a so-called "4e clone" are producing a game that's very, very different. Sharply decoupled roles, for example. The "Trifold" series (from Neonchameleon, over at RPG.net) is probably the closest it gets...and even that still takes a LOT of liberties (for example, the Paladin, Cleric, and kinda-sorta Warlock get smushed together into a single class).</p><p></p><p>But I'd rather not dwell too much on exactly HOW bad a reception 4e got. We've had enough threads that did--and are doing!--that.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 6844434, member: 6790260"] I get the feeling, from my own reading of those threads, that he came into the hobby relatively early too (no later than 2e and probably much earlier), stuck around until 3e came out and decided it wasn't his flavor, which led to him looking into other games and ideas, particularly PbtA games. Personally, from my experience with other DMs specifically running PbtA games, I definitely think it's having a positive influence. Part of it is just...Dungeon World makes a point of putting each player's choices, from the bottom up, in a central game place. The fact that someone is The Wizard--not merely [I]a[/I] wizard--sets a little bit of the tone and direction of your game. Similarly, our game would not at all be the same if I had played a Sorcerer (my original, speculative choice, before a spot opened and left a need for a Defender, aka my favorite class, the Paladin!)--the religious overtones and devotional aspect of Seth would not be present, and it would have tweaked the narrative in a different direction. These kinds of lessons, which have always been important for tabletop play, are pushed front-and-center by Dungeon World's design, and I think that leads to Really Good Things for ANY future game a person runs. There's good reasons why, despite always wanting more bells and whistles to play with, I have SUPER fond memories of playing DW. Yeah, 4e got a bad rap. We'll see how things evolve with time. It would be lovely for 4e to get a thorough renaissance treatment, one that kept true to the core spirit while polishing it up. Most people who have enough interest in that, I find, tend to want to go much, much further...I coined the phrase "mutations" as opposed to "clones" because, well, a lot of people making a so-called "4e clone" are producing a game that's very, very different. Sharply decoupled roles, for example. The "Trifold" series (from Neonchameleon, over at RPG.net) is probably the closest it gets...and even that still takes a LOT of liberties (for example, the Paladin, Cleric, and kinda-sorta Warlock get smushed together into a single class). But I'd rather not dwell too much on exactly HOW bad a reception 4e got. We've had enough threads that did--and are doing!--that. [/QUOTE]
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[4e] Paladin (feat) advice needed
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