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<blockquote data-quote="Hussar" data-source="post: 6012908" data-attributes="member: 22779"><p>Honestly, I think the reason that 4e doesn't work particularly well for the sort of "setting interaction/exploration" play that S'mon and Pemerton are talking about (and I agree with their opinion) is that it's the combat engine getting in the way. Comments about grind aside, it generally does take about an hour to resolve a 4e combat. By and large. Which means, in a 4 hour session, if you have 3 combats, there isn't a whole lot of time for exploration. </p><p></p><p>IME, it tends to work like FIGHT... explore... FIGHT... [size=]explore[/size] ... FIGHT ... <span style="font-size: 9px">explore</span>. And the exploration stuff tends to take a back seat to the fight stuff because there's just so much fight stuff.</p><p></p><p>I mean, there's only so many things you can do with a statue. And once you've done most of them, the next statue isn't really all that different. But, the fight mechanics are so complex that every fight can be very attention grabbing. Or at least it should be.</p><p></p><p>I dunno. I might be way off base here. But, it's something I've noticed in my 4e play. I get really into the game when there's stuff to kill but the between killing stuff is becoming less and less engaging for me. </p><p></p><p>I want out of combat stuff that is every bit as engaging as the combat stuff. Trying to convince someone to do something should be every bit as mechanically robust as trying to stick a sword in him.</p></blockquote><p></p>
[QUOTE="Hussar, post: 6012908, member: 22779"] Honestly, I think the reason that 4e doesn't work particularly well for the sort of "setting interaction/exploration" play that S'mon and Pemerton are talking about (and I agree with their opinion) is that it's the combat engine getting in the way. Comments about grind aside, it generally does take about an hour to resolve a 4e combat. By and large. Which means, in a 4 hour session, if you have 3 combats, there isn't a whole lot of time for exploration. IME, it tends to work like FIGHT... explore... FIGHT... [size=]explore[/size] ... FIGHT ... [size=1]explore[/size]. And the exploration stuff tends to take a back seat to the fight stuff because there's just so much fight stuff. I mean, there's only so many things you can do with a statue. And once you've done most of them, the next statue isn't really all that different. But, the fight mechanics are so complex that every fight can be very attention grabbing. Or at least it should be. I dunno. I might be way off base here. But, it's something I've noticed in my 4e play. I get really into the game when there's stuff to kill but the between killing stuff is becoming less and less engaging for me. I want out of combat stuff that is every bit as engaging as the combat stuff. Trying to convince someone to do something should be every bit as mechanically robust as trying to stick a sword in him. [/QUOTE]
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