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4E, the Grind and Why I Play
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<blockquote data-quote="Crazy Jerome" data-source="post: 4789989" data-attributes="member: 54877"><p>That's true, but I'd say that the limitation is more a function of other parts of the system, not that D&D is class-based. For example, in Hero, not only do you have Stun and Body to damage, you can also drain, transfer, etc. The equivalents in D&D are essentially--damage. Classes are a way of managing complexiity, but there isn't that much complexiity to manage in the "defeat opponent" mechanics of D&D. Don't get me wrong--I like how simple 4E is and don't feel that classes are too similar. But the feeling of "sameness" that people are getting is a direct consequence of the simplicity. If you want less "sameness", you must complicate to get it.</p><p> </p><p>Note that prior to 4E, a lot (if not all) of those separate mechanics for doing things were end-runs around hit points. This is why Save and Die was simultaneously so powerful, interesting, and problematic. So all I was really saying is that if you must complicate, do it with consistent mechanics, not end-runs..</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 4789989, member: 54877"] That's true, but I'd say that the limitation is more a function of other parts of the system, not that D&D is class-based. For example, in Hero, not only do you have Stun and Body to damage, you can also drain, transfer, etc. The equivalents in D&D are essentially--damage. Classes are a way of managing complexiity, but there isn't that much complexiity to manage in the "defeat opponent" mechanics of D&D. Don't get me wrong--I like how simple 4E is and don't feel that classes are too similar. But the feeling of "sameness" that people are getting is a direct consequence of the simplicity. If you want less "sameness", you must complicate to get it. Note that prior to 4E, a lot (if not all) of those separate mechanics for doing things were end-runs around hit points. This is why Save and Die was simultaneously so powerful, interesting, and problematic. So all I was really saying is that if you must complicate, do it with consistent mechanics, not end-runs.. [/QUOTE]
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