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4E, the Grind and Why I Play
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<blockquote data-quote="I'm A Banana" data-source="post: 4784898" data-attributes="member: 2067"><p>I wouldn't QUITE go that far. I would say that I really want more variety in play. </p><p></p><p>In 3e, there was a big difference in the strategy of playing a wizard vs. playing a cleric vs. playing a fighter vs. playing a psion vs. playing a monk vs. playing a rogue. There were different resources to manage in different quantities, different rates of replenishment, different means of access to the abilities, different circumstances in which they'd be useful.</p><p></p><p>In 4e, all the resources are managed the same. All abilities have the same narrow result (damage + effect). They are all recovered at the same rate, all accessed in the same way, and all useful under 99% of all circumstances.</p><p></p><p>Like all homogeneity, this has its benefits (no accidental suck, easy to balance) and it's problems (sameness, grind).</p><p></p><p>I don't just want different things to do, I want different ways to do them. There is a difference between classes in 4e, but the difference is mostly contained in the damage/effect formula (how much damage, which effects, against how many creatures), rather than at the level of "power". If I don't like the damage/effect formula, or the encounter/daily/at-will distinction, or "vancian fighters," I've got no alternative. At that level, everything is the same (and plays the same, and has the same considerations).</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 4784898, member: 2067"] I wouldn't QUITE go that far. I would say that I really want more variety in play. In 3e, there was a big difference in the strategy of playing a wizard vs. playing a cleric vs. playing a fighter vs. playing a psion vs. playing a monk vs. playing a rogue. There were different resources to manage in different quantities, different rates of replenishment, different means of access to the abilities, different circumstances in which they'd be useful. In 4e, all the resources are managed the same. All abilities have the same narrow result (damage + effect). They are all recovered at the same rate, all accessed in the same way, and all useful under 99% of all circumstances. Like all homogeneity, this has its benefits (no accidental suck, easy to balance) and it's problems (sameness, grind). I don't just want different things to do, I want different ways to do them. There is a difference between classes in 4e, but the difference is mostly contained in the damage/effect formula (how much damage, which effects, against how many creatures), rather than at the level of "power". If I don't like the damage/effect formula, or the encounter/daily/at-will distinction, or "vancian fighters," I've got no alternative. At that level, everything is the same (and plays the same, and has the same considerations). [/QUOTE]
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