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General Tabletop Discussion
*Dungeons & Dragons
Are Essentials more old school or just a clever marketing ploy?
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<blockquote data-quote="Imaro" data-source="post: 5356478" data-attributes="member: 48965"><p>So that's six mini rules you need to understand and be able to apply tactically to a situation...some would define that more like work as opposed to fun...especially if they aren't into tactical combat. You seem to be posting under the assumption that everyone wants to deal with that level of tactical thinking in a game that's meant to be fun, and allow you to play out fantasy stories... it's sorta like the reason checkers is played by more people than chess... for many tactical games in and of themselves aren't necessarily fun and the exception based mini-rules just adds to it.</p><p> </p><p></p><p> </p><p>Yes I am... but how does that apply to the context I am speaking in... perhaps I need to be more specific. I am speaking of running a character in such a way being viable. An oldschool fighter could very easily be run this way and be effective... in fact most classes that weren't spellcasters could easily be run by a player who didn't necessarily know how the mechanics behind their powers worked..as long as the DM did. In 4e there are just too many different powers for most DM's to try and take on that type of responsibility. That added with the increasing tactical choices that must be made complicate it further.</p><p> </p><p>Page 42 is for rulling actions outside of what your powers do... yet for the most part, tactically and on a regular basis, your powers are a better choice to use...and thus even if you choose not to use them and purposefully gimp your effectiveness, I don't think your fellow players will look kindly on it. Even better... why pick them if you're not going to use them? I think you're being a little disingenuous with page 42 here... unless I was unclear in what I meant earlier.</p></blockquote><p></p>
[QUOTE="Imaro, post: 5356478, member: 48965"] So that's six mini rules you need to understand and be able to apply tactically to a situation...some would define that more like work as opposed to fun...especially if they aren't into tactical combat. You seem to be posting under the assumption that everyone wants to deal with that level of tactical thinking in a game that's meant to be fun, and allow you to play out fantasy stories... it's sorta like the reason checkers is played by more people than chess... for many tactical games in and of themselves aren't necessarily fun and the exception based mini-rules just adds to it. Yes I am... but how does that apply to the context I am speaking in... perhaps I need to be more specific. I am speaking of running a character in such a way being viable. An oldschool fighter could very easily be run this way and be effective... in fact most classes that weren't spellcasters could easily be run by a player who didn't necessarily know how the mechanics behind their powers worked..as long as the DM did. In 4e there are just too many different powers for most DM's to try and take on that type of responsibility. That added with the increasing tactical choices that must be made complicate it further. Page 42 is for rulling actions outside of what your powers do... yet for the most part, tactically and on a regular basis, your powers are a better choice to use...and thus even if you choose not to use them and purposefully gimp your effectiveness, I don't think your fellow players will look kindly on it. Even better... why pick them if you're not going to use them? I think you're being a little disingenuous with page 42 here... unless I was unclear in what I meant earlier. [/QUOTE]
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Are Essentials more old school or just a clever marketing ploy?
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