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*Dungeons & Dragons
4th edition: Not happy with the new direction.
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<blockquote data-quote="FireLance" data-source="post: 5624286" data-attributes="member: 3424"><p>This is my own personal subjective opinion, of course, but I happen to like it that all classes are able to contribute more or less equally to combat.</p><p></p><p>That said, non-combat challenges are an area that 4E could do better in. I think the key problem with non-combat challenges is that they tend to be quite varied and unstructured. While it is fairly easy to come up with powers that would be useful in most combats, a power that opens a lock is seldom useful in wilderness survival (unless the party <em>just happens</em> to come across a locked chest full of supplies), a power that creates food and water is seldom useful in a negotiation (unless the NPC <em>just happens</em> to be starving), and a power that influences thoughts is seldom useful when unlocking doors and disarming traps (unless the party <em>just happens</em> to find the person with the key). You could give each PC a suite of non-combat powers that cover several possibilities, but I think that would lead to significant character sheet bloat (think pre-4E style spell lists). </p><p></p><p>That is why I think the 4E design philosophy is express <em>character</em> resources to deal with non-combat challenges mostly in terms of skills and rituals. Of course, players can also bring their <em>player</em> resources of creativity and imagination to the table, but that would happen regardless of edition.</p></blockquote><p></p>
[QUOTE="FireLance, post: 5624286, member: 3424"] This is my own personal subjective opinion, of course, but I happen to like it that all classes are able to contribute more or less equally to combat. That said, non-combat challenges are an area that 4E could do better in. I think the key problem with non-combat challenges is that they tend to be quite varied and unstructured. While it is fairly easy to come up with powers that would be useful in most combats, a power that opens a lock is seldom useful in wilderness survival (unless the party [I]just happens[/I] to come across a locked chest full of supplies), a power that creates food and water is seldom useful in a negotiation (unless the NPC [I]just happens[/I] to be starving), and a power that influences thoughts is seldom useful when unlocking doors and disarming traps (unless the party [I]just happens[/I] to find the person with the key). You could give each PC a suite of non-combat powers that cover several possibilities, but I think that would lead to significant character sheet bloat (think pre-4E style spell lists). That is why I think the 4E design philosophy is express [I]character[/I] resources to deal with non-combat challenges mostly in terms of skills and rituals. Of course, players can also bring their [I]player[/I] resources of creativity and imagination to the table, but that would happen regardless of edition. [/QUOTE]
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4th edition: Not happy with the new direction.
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