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A reason why 4E is not as popular as it could have been
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<blockquote data-quote="pemerton" data-source="post: 5459759" data-attributes="member: 42582"><p>There's a lot going on here.</p><p></p><p>I agree, and take it as obvious, that 4e doensn't support a trading game. Enough said.</p><p></p><p>I don't agree that 4e doesn't support PC holdings. It has paragon paths and epic destinies that support the idea of noble rulership - eg Knight Commander - and it has a mechanicsm for resolving the non-combat challenges that might be associated with being a ruler - skill challenges.</p><p></p><p>It doesn't have 3E's Leadership feat, but that feat doesn't say a lot about running a holding. And 4e doesn't deal with the economics of running a holding - which goes back to the economic game. But if a player wants his/her PC to become a ruler and <em>use that rulership to make a difference in the gameworld</em> then I think the game can pretty easily handle that.</p><p></p><p>As for non-combat interactions, I don't think it's true at all that there's no support. Having played a lot of 4e with a lot of non-combat interactions, I think that there's strong support. I personally prefer it to the approach of a game like 3E or Rolemaster. I wouldn't expect everyone else to do so. But I don't see how you can say it's not there.</p><p></p><p>As for the diverse genre of experiences - how does 3E handle heroquesting? or PCs becoming demigods? This goes back to the Swiss-army knife point - I don't think that 3E is quite as versatile as is sometimes suggested.</p><p></p><p>Well, I think this is a bit of a misdescription. Non-combat encounters in 4e are heavily statted - it's just the way that the stats are assigned and handled (via the skill challenge mechanics) that's different.</p><p></p><p>The weirdest thing about 4e for me is the radical difference between its combat and non-combat engines (which can certainly make it hard to integrate the two). This goes back to some of the earlier comments that it's not only that WotC agree with Ron Edwards about the potential popularity of narrativist design, but that they thought the market for this design was mostly crunch-loving CCG players.</p></blockquote><p></p>
[QUOTE="pemerton, post: 5459759, member: 42582"] There's a lot going on here. I agree, and take it as obvious, that 4e doensn't support a trading game. Enough said. I don't agree that 4e doesn't support PC holdings. It has paragon paths and epic destinies that support the idea of noble rulership - eg Knight Commander - and it has a mechanicsm for resolving the non-combat challenges that might be associated with being a ruler - skill challenges. It doesn't have 3E's Leadership feat, but that feat doesn't say a lot about running a holding. And 4e doesn't deal with the economics of running a holding - which goes back to the economic game. But if a player wants his/her PC to become a ruler and [I]use that rulership to make a difference in the gameworld[/I] then I think the game can pretty easily handle that. As for non-combat interactions, I don't think it's true at all that there's no support. Having played a lot of 4e with a lot of non-combat interactions, I think that there's strong support. I personally prefer it to the approach of a game like 3E or Rolemaster. I wouldn't expect everyone else to do so. But I don't see how you can say it's not there. As for the diverse genre of experiences - how does 3E handle heroquesting? or PCs becoming demigods? This goes back to the Swiss-army knife point - I don't think that 3E is quite as versatile as is sometimes suggested. Well, I think this is a bit of a misdescription. Non-combat encounters in 4e are heavily statted - it's just the way that the stats are assigned and handled (via the skill challenge mechanics) that's different. The weirdest thing about 4e for me is the radical difference between its combat and non-combat engines (which can certainly make it hard to integrate the two). This goes back to some of the earlier comments that it's not only that WotC agree with Ron Edwards about the potential popularity of narrativist design, but that they thought the market for this design was mostly crunch-loving CCG players. [/QUOTE]
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A reason why 4E is not as popular as it could have been
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