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*Dungeons & Dragons
4th edition, The fantastic game that everyone hated.
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<blockquote data-quote="Neonchameleon" data-source="post: 6080830" data-attributes="member: 87792"><p>You mean 4e is a class-based game like OD&D, B/X, BECMI, AD&D, and 2e? Except it's a lot easier to develop organically in 4e than those other editions?</p><p></p><p> </p><p></p><p>You mean that a rogue who decides to follow the path of a God doesn't mysteriously <em>stop using and practicing his existing skills, </em>instead using them to stay alive as over the course of quite a few levels they gain cleric abilities through feats. But they don't fundamentally stop being who they are. This is actually organic development in which they add abilities and <em>keep using and practicing the abilities they already have.</em> Because those are the best tools they have when the rubber meets the road.</p><p></p><p></p><p></p><p>2e dual classing is possibly even more ridiculous. Possibly less so. Because to earn XP when you dual class <em>you need to not use the abilities of your original class until your new class is dominant</em>. That actually works to change your class - you are explicitely rejecting your old class and not using any of its abilities. It's not organic - it's sheer brute willpower.</p><p></p><p>4e assumes you keep doing what you do best under pressure and then add to it. You spend your feats on multiclass feats and power swap feats, then take a Paragon Path from the class you are shifting into. This is organic - steadily increasing growth in the new class even as you continue to do what you do best. AD&D assumes mind over matter and that you have sufficient discipline and willpower to not behave as you used to if you want to change classes. 3e - if you think as a rogue with a few spells and move as a rogue with a few spells and generally act as a rogue with a few spells and you so choose you gain a level in ... Cleric. Far from being organic, this is <em>digital.</em></p><p></p><p></p><p></p><p>Bards are generally also pretty good for the tricksters - guiding strike and a whip, and coming with ritual casting would work well.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 6080830, member: 87792"] You mean 4e is a class-based game like OD&D, B/X, BECMI, AD&D, and 2e? Except it's a lot easier to develop organically in 4e than those other editions? You mean that a rogue who decides to follow the path of a God doesn't mysteriously [I]stop using and practicing his existing skills, [/I]instead using them to stay alive as over the course of quite a few levels they gain cleric abilities through feats. But they don't fundamentally stop being who they are. This is actually organic development in which they add abilities and [I]keep using and practicing the abilities they already have.[/I] Because those are the best tools they have when the rubber meets the road. 2e dual classing is possibly even more ridiculous. Possibly less so. Because to earn XP when you dual class [I]you need to not use the abilities of your original class until your new class is dominant[/I]. That actually works to change your class - you are explicitely rejecting your old class and not using any of its abilities. It's not organic - it's sheer brute willpower. 4e assumes you keep doing what you do best under pressure and then add to it. You spend your feats on multiclass feats and power swap feats, then take a Paragon Path from the class you are shifting into. This is organic - steadily increasing growth in the new class even as you continue to do what you do best. AD&D assumes mind over matter and that you have sufficient discipline and willpower to not behave as you used to if you want to change classes. 3e - if you think as a rogue with a few spells and move as a rogue with a few spells and generally act as a rogue with a few spells and you so choose you gain a level in ... Cleric. Far from being organic, this is [I]digital.[/I] Bards are generally also pretty good for the tricksters - guiding strike and a whip, and coming with ritual casting would work well. [/QUOTE]
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