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A reason why 4E is not as popular as it could have been
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<blockquote data-quote="Crazy Jerome" data-source="post: 5464731" data-attributes="member: 54877"><p>If a group wants to do that, nothing stops them. If they are playing more or less by the rules, the group won't get any XP from the rogue breezing through those locks, but presumably they are getting something else more satisfying to them--the fun of resting on laurels and so breezing.</p><p> </p><p>OTOH, from a game design perspective, you either want to extend the sweet spot of fun level play* as far as possible, or you think some other competing concern is more important. If you think extending the sweet spot is more important, then <strong>embedding</strong> into the system, resting on your laurels and breezing through challenges, is going to be a mare's nest. It's not entirely impossible to navigate in theory, but in practice the effort fails. Sure, if locks are the only such compromise, then you can get away with it. But if the rogue gets to do that, what does everyone else get to breeze through? What does the rogue get for groups that do a lot of wilderness adventure, without locks for him to breeze through?</p><p> </p><p>Happily, in this particular instance, the game designers don't have to make that choice. They can work to extend the sweet spot as much as possible. They are providing a good way to measure. Now that you have that measurement, you can do anything you want with it, including deliberately go counter to it.</p><p> </p><p>* As defined by many people as existing, though naturally there are disagreements about the exact range of levels that qualify.</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5464731, member: 54877"] If a group wants to do that, nothing stops them. If they are playing more or less by the rules, the group won't get any XP from the rogue breezing through those locks, but presumably they are getting something else more satisfying to them--the fun of resting on laurels and so breezing. OTOH, from a game design perspective, you either want to extend the sweet spot of fun level play* as far as possible, or you think some other competing concern is more important. If you think extending the sweet spot is more important, then [B]embedding[/B] into the system, resting on your laurels and breezing through challenges, is going to be a mare's nest. It's not entirely impossible to navigate in theory, but in practice the effort fails. Sure, if locks are the only such compromise, then you can get away with it. But if the rogue gets to do that, what does everyone else get to breeze through? What does the rogue get for groups that do a lot of wilderness adventure, without locks for him to breeze through? Happily, in this particular instance, the game designers don't have to make that choice. They can work to extend the sweet spot as much as possible. They are providing a good way to measure. Now that you have that measurement, you can do anything you want with it, including deliberately go counter to it. * As defined by many people as existing, though naturally there are disagreements about the exact range of levels that qualify. [/QUOTE]
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A reason why 4E is not as popular as it could have been
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