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D&D Older Editions, OSR, & D&D Variants
Another Review of 4e
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<blockquote data-quote="Sylrae" data-source="post: 4286981" data-attributes="member: 48520"><p>if the 30 was 3.5 and the 10 4e, I'd go for the 30, because the 4 you mention aren't going to be the only viable options, they will just be the most powerful. there will probably only be 4 that are *NOT* viable options.</p><p></p><p> Hopefully, then I won't have to convert so many up myself.</p><p></p><p></p><p> The point of 3.5 was a massive number of options, and only a handful of them were overpowered and needed houseruling (monk duelist for example got 3 stats to AC). and you didn't usually have to ban the combo, just make a slight change, like "Only one stat besides Dex can add to AC at a time, but the player can switch which one as a free action if they have multiple other stats which *Could* add to it."</p><p></p><p>If the players are building their characters off on their own then bringing them into your game, you're going to have issues regardless. not much else to say there. If you want to run with all of RAW, that's fine, but if your players are just ASSUMING anything in RAW is ok, you should put them in their place and tell them RAW!=AVAILABLE.</p><p></p><p>The mage was in game, and he clearly doesn't understand that it IS in fact a game, a ROLEplaying game, and the characters do not owe the same allegience to eachother that the people may have in real life. If the player spazzed out and punched the rogue's player in the face over the player acting in character, he'd definitely be out of the game, and all future games, and there's a good chance he'd never step foot in my house again. If he reacted negatively towards the rogue IN game (sneaking up on him while he's sleeping and "coup de grace"'ing him for the betrayal, that would be completely reasonable. There really was no betrayal between the people, just their fictional characters, in a fictional setting, for the sake of plot and character development and personality, where that is part of the game. Your players wouldn't attack eachother in real life when their character gets betrayed in a Vampire:The Masquerade would they? If so you'd have no players by the end of the 4th session. D&D is similar, but the players are not quite as likely to have ulterior motives.</p><p></p><p>Many people used those rules, and appreciated them being there. There's no reason to just NOT use them if they don't fit in your game. If one player tries to manipulate another, of COURSE mechanics are needed, because the players both know what's going on! Otherwise it's hard to be sneaky, cause if you're passing notes to the DM, everyone knows something is up.</p><p></p><p>WOW. So if you make the rogue, you have to make the build everyone ELSE wants you to make. Thay's just awesome. The group basically has to follow a set path don't they. Like in crash bandicoot. you get the illusion of playing a 3 dimensional game, but really you just follow along the one available path with no control over your options.</p><p></p><p>Alignment doesn't dictate your actions, your actions dictate your alignment. When you choose your alignment at the beginning, you're basically saying how you intend to play the character. If you stray from that too much and are playing another alignment, then the dm will tell you to change the alignment on your sheet to match your character's personality/actions. Alignment is important for spells and abilities that act based on alignments, and qualifying for classes. That's about the only mechanical effect it has. If you act against your alignment consistently, your alignment changes.</p><p></p><p></p><p>Well you're entitled to your opinion as well, but I'd prefer to have mechanics I can discard than lack mechanics and have to houserule them, especially because that means all the DMs will houserule the nonexisting mechanics differently. Which means you're more limited to how many different games you can play in, because nobody wants to remember 4 sets of house rules depending on which day of the week it is, for something where they could have easily added a discardable mechanic to the book.</p><p></p><p>Roleplay hasn't really changed no, it's just the mechanics for D&D have changed, and not everyone sees all the changes as improvements. Some things can be seen as decidedly downgraded by many people. Minis aren't new, but they're rather expensive and can have drawbacks. as for knowing where the players are, you can use something simpler (graph paper, a white board) to mark player locations when its important.</p><p></p><p>~Sylrae out.</p></blockquote><p></p>
[QUOTE="Sylrae, post: 4286981, member: 48520"] if the 30 was 3.5 and the 10 4e, I'd go for the 30, because the 4 you mention aren't going to be the only viable options, they will just be the most powerful. there will probably only be 4 that are *NOT* viable options. Hopefully, then I won't have to convert so many up myself. The point of 3.5 was a massive number of options, and only a handful of them were overpowered and needed houseruling (monk duelist for example got 3 stats to AC). and you didn't usually have to ban the combo, just make a slight change, like "Only one stat besides Dex can add to AC at a time, but the player can switch which one as a free action if they have multiple other stats which *Could* add to it." If the players are building their characters off on their own then bringing them into your game, you're going to have issues regardless. not much else to say there. If you want to run with all of RAW, that's fine, but if your players are just ASSUMING anything in RAW is ok, you should put them in their place and tell them RAW!=AVAILABLE. The mage was in game, and he clearly doesn't understand that it IS in fact a game, a ROLEplaying game, and the characters do not owe the same allegience to eachother that the people may have in real life. If the player spazzed out and punched the rogue's player in the face over the player acting in character, he'd definitely be out of the game, and all future games, and there's a good chance he'd never step foot in my house again. If he reacted negatively towards the rogue IN game (sneaking up on him while he's sleeping and "coup de grace"'ing him for the betrayal, that would be completely reasonable. There really was no betrayal between the people, just their fictional characters, in a fictional setting, for the sake of plot and character development and personality, where that is part of the game. Your players wouldn't attack eachother in real life when their character gets betrayed in a Vampire:The Masquerade would they? If so you'd have no players by the end of the 4th session. D&D is similar, but the players are not quite as likely to have ulterior motives. Many people used those rules, and appreciated them being there. There's no reason to just NOT use them if they don't fit in your game. If one player tries to manipulate another, of COURSE mechanics are needed, because the players both know what's going on! Otherwise it's hard to be sneaky, cause if you're passing notes to the DM, everyone knows something is up. WOW. So if you make the rogue, you have to make the build everyone ELSE wants you to make. Thay's just awesome. The group basically has to follow a set path don't they. Like in crash bandicoot. you get the illusion of playing a 3 dimensional game, but really you just follow along the one available path with no control over your options. Alignment doesn't dictate your actions, your actions dictate your alignment. When you choose your alignment at the beginning, you're basically saying how you intend to play the character. If you stray from that too much and are playing another alignment, then the dm will tell you to change the alignment on your sheet to match your character's personality/actions. Alignment is important for spells and abilities that act based on alignments, and qualifying for classes. That's about the only mechanical effect it has. If you act against your alignment consistently, your alignment changes. Well you're entitled to your opinion as well, but I'd prefer to have mechanics I can discard than lack mechanics and have to houserule them, especially because that means all the DMs will houserule the nonexisting mechanics differently. Which means you're more limited to how many different games you can play in, because nobody wants to remember 4 sets of house rules depending on which day of the week it is, for something where they could have easily added a discardable mechanic to the book. Roleplay hasn't really changed no, it's just the mechanics for D&D have changed, and not everyone sees all the changes as improvements. Some things can be seen as decidedly downgraded by many people. Minis aren't new, but they're rather expensive and can have drawbacks. as for knowing where the players are, you can use something simpler (graph paper, a white board) to mark player locations when its important. ~Sylrae out. [/QUOTE]
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