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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
4E: The day the game ate the roleplayer?
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<blockquote data-quote="Derro" data-source="post: 4083618" data-attributes="member: 51010"><p>I kinda thought that might be a reply. So I put a bit more thought to it.</p><p></p><p>Sure, it's visible in all editions and many games. But it looks to me like it's being <em>encouraged </em>more by this rule set.</p><p></p><p>With the powers, and not just the magical ones, being arrayed the way they are there will most likely be more of a tendency to contrive combos that are really effective. To some this might not be a bad thing. More power to 'em. But when every character has this routine that they go through by rote it can get a little stale. </p><p></p><p>As the GM it's up to you to provide challenges that will shake these routines up but that's not always an easy thing if you're trying to stick to a cohesive story or theme. Not to say it's impossible but it can take a lot of effort. I know I've had to formulate some pretty devious, and sometimes cheesy, scenarios to break over-used combos.</p><p></p><p>Again, D&D has mostly been about heroic high fantasy so this may be the natural progression. But it is starting to look like heroic high fantasy is the only thing it's going to be able to do. And I say all this with the usual disclaimer. I haven't seen the whole thing yet so I don't know for sure, these are all just gut feelings. But I trust my gut.</p><p></p><p>It probably looks like a non-issue to most but my hopes would be that the game grows in it's evolution rather than specializes. I'm not looking for a universal system but at least a versatile one. Or is that counter to the commercial goals of the game? Is this effort the attempt to make D&D <em>the</em> brand for this type of game?</p><p></p><p>I kinda thought it already was. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Derro, post: 4083618, member: 51010"] I kinda thought that might be a reply. So I put a bit more thought to it. Sure, it's visible in all editions and many games. But it looks to me like it's being [I]encouraged [/I]more by this rule set. With the powers, and not just the magical ones, being arrayed the way they are there will most likely be more of a tendency to contrive combos that are really effective. To some this might not be a bad thing. More power to 'em. But when every character has this routine that they go through by rote it can get a little stale. As the GM it's up to you to provide challenges that will shake these routines up but that's not always an easy thing if you're trying to stick to a cohesive story or theme. Not to say it's impossible but it can take a lot of effort. I know I've had to formulate some pretty devious, and sometimes cheesy, scenarios to break over-used combos. Again, D&D has mostly been about heroic high fantasy so this may be the natural progression. But it is starting to look like heroic high fantasy is the only thing it's going to be able to do. And I say all this with the usual disclaimer. I haven't seen the whole thing yet so I don't know for sure, these are all just gut feelings. But I trust my gut. It probably looks like a non-issue to most but my hopes would be that the game grows in it's evolution rather than specializes. I'm not looking for a universal system but at least a versatile one. Or is that counter to the commercial goals of the game? Is this effort the attempt to make D&D [I]the[/I] brand for this type of game? I kinda thought it already was. :D [/QUOTE]
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4E: The day the game ate the roleplayer?
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