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Critiques of 4e: about style not substance?
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<blockquote data-quote="ExploderWizard" data-source="post: 4284769" data-attributes="member: 66434"><p>I played 4E this past weekend at the game day for the first time. I had a good time playing but I credit the experience to the great people I gamed with rather than the ruleset. Style and substance are very intertwined and hard to separate. </p><p></p><p>Honestly I would play 4E again and I would even run it as the tabletop mini battle game that it is. I would not choose it as the system of choice for a long running fantasy game. The whole system seems be a skeleton of D&D with extra safety rails bolted on. I don't care for the amount of restrictive substance that stomps on style. As a break open a battlemat, get some minis and fight game it works fine. Having to make those mechanics fit into a world I need to describe outside of combat is asking too much. </p><p></p><p>The mechanics are so involved and in the foreground that they become hard to forget (3.X was like this too) Narration for all the different powers can be creative and fun but in the end you still have combats that last longer than they have to. At least in 3.X longer combats didn't get too hectic until higher levels. After the combats play out you still haven't advanced the story any more (or less) than in any other edition. With as many rules as 4E has that are just "DM decides" why not play Basic D&D? It just feels like the combat rules of 4E want to tell you what to do and micromanage your every option and the rest of the rules handwave the resolution of non combat events. I don't mind making things up when running a game. I can do that with existing editions AND enjoy more combat rule freedom. </p><p></p><p>As far as I can tell from what I played, the mechanics (at least with pregens and a published adventure) are balanced. If balanced means taking 6-7 round plus to take down a few kobolds then its spot on.</p></blockquote><p></p>
[QUOTE="ExploderWizard, post: 4284769, member: 66434"] I played 4E this past weekend at the game day for the first time. I had a good time playing but I credit the experience to the great people I gamed with rather than the ruleset. Style and substance are very intertwined and hard to separate. Honestly I would play 4E again and I would even run it as the tabletop mini battle game that it is. I would not choose it as the system of choice for a long running fantasy game. The whole system seems be a skeleton of D&D with extra safety rails bolted on. I don't care for the amount of restrictive substance that stomps on style. As a break open a battlemat, get some minis and fight game it works fine. Having to make those mechanics fit into a world I need to describe outside of combat is asking too much. The mechanics are so involved and in the foreground that they become hard to forget (3.X was like this too) Narration for all the different powers can be creative and fun but in the end you still have combats that last longer than they have to. At least in 3.X longer combats didn't get too hectic until higher levels. After the combats play out you still haven't advanced the story any more (or less) than in any other edition. With as many rules as 4E has that are just "DM decides" why not play Basic D&D? It just feels like the combat rules of 4E want to tell you what to do and micromanage your every option and the rest of the rules handwave the resolution of non combat events. I don't mind making things up when running a game. I can do that with existing editions AND enjoy more combat rule freedom. As far as I can tell from what I played, the mechanics (at least with pregens and a published adventure) are balanced. If balanced means taking 6-7 round plus to take down a few kobolds then its spot on. [/QUOTE]
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