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Community
General Tabletop Discussion
D&D Older Editions
4e - Too much change?
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<blockquote data-quote="Majoru Oakheart" data-source="post: 3920610" data-attributes="member: 5143"><p>The problem with this is that it doesn't encourage teamwork. The more flexibility allowed the more powerful your character is. It is possible to make a cleric or wizard (with mutliclassing) who can take ALL the roles in the group by themselves.</p><p></p><p>For those of us who LIKE the fact that D&D is a team-based cooperative game, it is no fun for us. It sucks when you roll up the cool rogue character who is designed to sneak past anyone, silent as the wind, spending all your skill points in order to be stealthy...then you join the group and say "I'll scout ahead...I'm perfect for this sort of job." only to have the party wizard say "There's a chance you'll be spotted or heard...I'll just cast invisibility and silence and do it myself." Only to realize that the wizard can ALSO fireball and teleport and charm people, and change shape, and any number of other things.</p><p></p><p>Plus, it often has the other effect on players who don't know the rules that well. They end up making this cool multiclass, nonstandard character who is EXACTLY the sort of character they want to play. Then during the first battle they die as the one thing they DID managed to do with their multiclassing was make their character completely ineffective at combat. Then they quit because they think the game is stupid.</p><p></p><p>It tends to be mutually exclusive. If you want a game where anyone can sit down and make a character who will not only be able to survive combat but also to be able to do cool stuff in every round of combat and where the player's characters don't step on each others toes or make the other players feel useless, you can't have a game that is too open ended and flexible.</p></blockquote><p></p>
[QUOTE="Majoru Oakheart, post: 3920610, member: 5143"] The problem with this is that it doesn't encourage teamwork. The more flexibility allowed the more powerful your character is. It is possible to make a cleric or wizard (with mutliclassing) who can take ALL the roles in the group by themselves. For those of us who LIKE the fact that D&D is a team-based cooperative game, it is no fun for us. It sucks when you roll up the cool rogue character who is designed to sneak past anyone, silent as the wind, spending all your skill points in order to be stealthy...then you join the group and say "I'll scout ahead...I'm perfect for this sort of job." only to have the party wizard say "There's a chance you'll be spotted or heard...I'll just cast invisibility and silence and do it myself." Only to realize that the wizard can ALSO fireball and teleport and charm people, and change shape, and any number of other things. Plus, it often has the other effect on players who don't know the rules that well. They end up making this cool multiclass, nonstandard character who is EXACTLY the sort of character they want to play. Then during the first battle they die as the one thing they DID managed to do with their multiclassing was make their character completely ineffective at combat. Then they quit because they think the game is stupid. It tends to be mutually exclusive. If you want a game where anyone can sit down and make a character who will not only be able to survive combat but also to be able to do cool stuff in every round of combat and where the player's characters don't step on each others toes or make the other players feel useless, you can't have a game that is too open ended and flexible. [/QUOTE]
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