wolfen said:These days, the players are more exposed to programming - which is DnD in a nutshell. They've been exposed to dozens of computer games. And they know that different teams/sides/factions what-have-you are designed to be "balanced" against one another. Virtually equal. But that's not the sad part. The sad part of computer gaming is how incredibly transparent this is. They have played through these electronic scenarios over and over and over from every angle and it's always the same set of fairly predictable results. The player is sort of stuck in a mathematical box and can't break out.
The crime is not the "gameyness" of 4e, but it's potential to simply elicit similar experiences to these. The fear is that it simply won't be "different" enough. It won't feel NEW. It will yield predictable "curves" for just enough variables to feel synthetic, for lack of a better word. If the boilerplate for "class" is fixed, or if there are too few boilerplates in general, it will feel stale.
no accidental lame characters.
For all the idiocyncracies of 1e and 2e, these qualities gave the player the feeling that it was possible to do something novel. Everything wasn't locked down tight -- and it was loose enough that one could regularly stumble into new territory. This player-experience coincided with the character's experience of an unpredictable world. Player-character parity could be achieved more easily and immersion was easier to obtain as a result.
Now, one could certainly argue (successfully as Seerow has) that the idiosyncratic ripples in the fabric of 2e were exactly what broke the game down into a monotonous system of exploits, house rules, "leveraged" imbalances, and so forth. But the other side of the argument is this sense of hopeless, mechanistic systematization that threatens the feelings of exploration and discovery. Yeah, yeah, you've heard this about 3e....but 4e is 'better.' Better meaning smoother? More systematic? I imagine a very smooth, perfectly engineered steel cube....boring.
Derro said:Again, relevant. Maybe not as coherent as intended but relevant. Predictability is the bane of exciting gaming. Class balance institutes predictability.
And now you're thinking, "Did this jack-ass just say he prefers unbalanced classes?" It may have sounded like it but no. What I am saying is that cut and dried class balance formulated to fulfill roles will lead to less spontaneous and interesting characters. If you have 3 choices, A, B, and C and they all have the same potency of effect, whatever the effect may be, you're doing little more than choosing a color.
Somehow, I don't think that hitting someone for 1d8 with a sword, shooting them for 1d8 with a bow, and healing them for 1d8 with a spell, constitutes "little more than choosing a color".
...but 4e is 'better.' Better meaning smoother? More systematic? I imagine a very smooth, perfectly engineered steel cube...
Derro said:No but the power suites of the classes are very colored. Each is unique but equidistant in difference to their closest match. I'm sure that certain multi-classes are a lot more complimentary than others on a match for match basis. It's all very symmetrical and uniform.
You have shown me the future of 4th Edition. It is a game without cheesey exploits, min-maxing, or competitive number-crunching. It's a game without "my-wand-is-bigger-than-your-wand-and-does-300-d6-no-save." It is a game where my power-gamer friends will say, "Oh, you're not playing 3.5? I'll sit this one out." It's a game where I don't have to put up with people spending 2 hours to make a cardboard cut-out with abilities, bring it to the table, realize it isn't viable, write him out, and write up a new character every other month. It's a game where I don't have to sit through endless round after endless round as combat becomes a one-man show for whoever happened upon the perfect way to break out of the "mathematical box" of game balance.wolfen said:People don't want just another venue in which they are trapped in a mathematical box. This is part of the draw of splatbooks, after all. Imbalance is something humans are drawn towards like moths to flame.
Halivar said:You have shown me the future of 4th Edition. It is a game without cheesey exploits, min-maxing, or competitive number-crunching. It's a game without "my-wand-is-bigger-than-your-wand-and-does-300-d6-no-save." It is a game where my power-gamer friends will say, "Oh, you're not playing 3.5? I'll sit this one out." It's a game where I don't have to put up with people spending 2 hours to make a cardboard cut-out with abilities, bring it to the table, realize it isn't viable, write him out, and write up a new character every other month. It's a game where I don't have to sit through endless round after endless round as combat becomes a one-man show for whoever happened upon the perfect way to break out of the "mathematical box" of game balance.
Maybe you don't like it, but it makes me weep with joy.
Stogoe said:\m/.
Oh, heck, \mmm/.
Oh dear sweet Jeebus let this be true.Halivar said:It is a game where my power-gamer friends will say, "Oh, you're not playing 3.5? I'll sit this one out."

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.