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D&D Older Editions, OSR, & D&D Variants
4E: The day the game ate the roleplayer?
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<blockquote data-quote="Lord Zardoz" data-source="post: 4088947" data-attributes="member: 704"><p>I think your concerns are valid, but perhaps a bit premature. As you noted, we have only seen preview materials. As a reasonable counter example to the notion that having different classes fulfill the same role could be a problem, I will refer you to Starcraft.</p><p></p><p>Starcraft managed the difficult trick of having 3 very different races balanced against one another. It was certainly not perfect out of the box and needed to be patched a few times as flaws were discovered but lets overlook that for now.</p><p></p><p>Each race had a basic infantry unit. But the differences were significant. Zerglings were very weak, but very cheap. Marines had a ranged attack and could stim. Zealots were very durable. But they all fulfilled the basic role of a basic infantry unit. Each race had a seige unit that could overcome static defenses. But again, they all worked differently. Playing as Zerg was different then playing as Protoss or as human. While basic strategies applied to both, the tactical implementation was very different. Any race could try to do an early rush attack. But while a Zerg rush would almost always hit before your opponent had units, a Zealot rush was trickier to pull off, either having to happen later, or having to rely on you storming in with just one or 2 zealots and using very careful technique to control your men to harass the opponent until your reenforcements could arrive.</p><p></p><p>There is no reason that 4th edition cannot manage the same trick. Each class has to have per day, per encounter, and at will abilities. But I am not convinced that each race is going to rely on doing its job the same way despite having the same role. I suspect the Rogue is going to depend very much on obtaining or creating Combat Advantage. I do not think the Warlock is going to need to do the same. I expect that the Rogue will need to be in melee to do its job optimally. I expect the Warlock will not. If two different strikers have a Per Encounter ability that inflicts 2d6+3 damage, that seems a bit too similar. But if one is an attack against AC and the other is against Reflex or Fort? If one has a chance to daze an opponent and the other might knock the opponent prone?</p><p></p><p>Despite being brown carbonated beverages sold in the same size container and having alot of sugar, Dr Pepper is not the same as Pepsi, and neither is the same as Root Beer. If the classes are more akin to comparing Pepsi to Coke however, I will concede the point.</p><p></p><p>END COMMUNICATION</p></blockquote><p></p>
[QUOTE="Lord Zardoz, post: 4088947, member: 704"] I think your concerns are valid, but perhaps a bit premature. As you noted, we have only seen preview materials. As a reasonable counter example to the notion that having different classes fulfill the same role could be a problem, I will refer you to Starcraft. Starcraft managed the difficult trick of having 3 very different races balanced against one another. It was certainly not perfect out of the box and needed to be patched a few times as flaws were discovered but lets overlook that for now. Each race had a basic infantry unit. But the differences were significant. Zerglings were very weak, but very cheap. Marines had a ranged attack and could stim. Zealots were very durable. But they all fulfilled the basic role of a basic infantry unit. Each race had a seige unit that could overcome static defenses. But again, they all worked differently. Playing as Zerg was different then playing as Protoss or as human. While basic strategies applied to both, the tactical implementation was very different. Any race could try to do an early rush attack. But while a Zerg rush would almost always hit before your opponent had units, a Zealot rush was trickier to pull off, either having to happen later, or having to rely on you storming in with just one or 2 zealots and using very careful technique to control your men to harass the opponent until your reenforcements could arrive. There is no reason that 4th edition cannot manage the same trick. Each class has to have per day, per encounter, and at will abilities. But I am not convinced that each race is going to rely on doing its job the same way despite having the same role. I suspect the Rogue is going to depend very much on obtaining or creating Combat Advantage. I do not think the Warlock is going to need to do the same. I expect that the Rogue will need to be in melee to do its job optimally. I expect the Warlock will not. If two different strikers have a Per Encounter ability that inflicts 2d6+3 damage, that seems a bit too similar. But if one is an attack against AC and the other is against Reflex or Fort? If one has a chance to daze an opponent and the other might knock the opponent prone? Despite being brown carbonated beverages sold in the same size container and having alot of sugar, Dr Pepper is not the same as Pepsi, and neither is the same as Root Beer. If the classes are more akin to comparing Pepsi to Coke however, I will concede the point. END COMMUNICATION [/QUOTE]
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4E: The day the game ate the roleplayer?
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