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4e: the new paradigm
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<blockquote data-quote="Kwalish Kid" data-source="post: 4113860" data-attributes="member: 446"><p>I'm not saying that 4E is unique, but it's unfair to simply say that 4E characters have unique abilities like other games do. 4E characters have unique abilities (for combat) that are apportioned so that they don't have "built-in suck" of the type that comes from making characters pick non-combat options over combat ones.</p><p></p><p>It has everything to do about it. The siloing of abilities, as the commitment to not punish players for having their character fill their combat role, and the commitment to share equally in the drama influencing actions that once only magic used to have helps ensure that characters are taking part in combat based on their construction. A wizard takes part in the fight as a wizard, rather than as a sub-par warrior with a crossbow. A cleric can take part in the fight as a holy warrior or not, depending on the assigning of the appropriate powers in character creation.</p><p></p><p>Thus 4E helps to ensure that the character as created is what is played to its fullest extent.</p><p></p><p>There's no difference between the editions here. In both you influence the encounter based on the actions you take and the actions that you can take are based on the character created. However, the story of the combat in 4E is much more than merely the dice rolling to simulate physical actions.</p><p></p><p>So you really want to see D&D as a game where player's control the game only through character action, in a world simulated by game mechanics. Fair enough.</p></blockquote><p></p>
[QUOTE="Kwalish Kid, post: 4113860, member: 446"] I'm not saying that 4E is unique, but it's unfair to simply say that 4E characters have unique abilities like other games do. 4E characters have unique abilities (for combat) that are apportioned so that they don't have "built-in suck" of the type that comes from making characters pick non-combat options over combat ones. It has everything to do about it. The siloing of abilities, as the commitment to not punish players for having their character fill their combat role, and the commitment to share equally in the drama influencing actions that once only magic used to have helps ensure that characters are taking part in combat based on their construction. A wizard takes part in the fight as a wizard, rather than as a sub-par warrior with a crossbow. A cleric can take part in the fight as a holy warrior or not, depending on the assigning of the appropriate powers in character creation. Thus 4E helps to ensure that the character as created is what is played to its fullest extent. There's no difference between the editions here. In both you influence the encounter based on the actions you take and the actions that you can take are based on the character created. However, the story of the combat in 4E is much more than merely the dice rolling to simulate physical actions. So you really want to see D&D as a game where player's control the game only through character action, in a world simulated by game mechanics. Fair enough. [/QUOTE]
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