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<blockquote data-quote="MoogleEmpMog" data-source="post: 3726378" data-attributes="member: 22882"><p><u>Players</u> may have, although IMX it was about 50/50 in terms of actually doing otherwise, but <u>characters</u> certainly did not.</p><p></p><p>Why was the wizard the guy who could read the arcane runes? And what if the runes were simply in another language? Why couldn't the cleric comprehend the sorcerer (who would also have been either a cleric or a wizard 'back in the day,' of course).</p><p></p><p>If anyone was equipped to do the things you're describing in a pre-skill D&D, it was the <u>rogue</u> (or thief, anyway), who had the ability to do oddball things like use magical devices and cast spells from scrolls without having actual magical abilities. The wizard had to actually cast <em>read magic</em> to do what the thief could do with a check. Meaning, incidentally, that the wizard who expended his spell couldn't read the runes, anyway.</p><p></p><p>Of course, nothing was actually stopping a fighter or ranger from reading the runes, except either GM fiat or module writer fiat - both of which were inconsistently applied on such matters, meaning half the time a player could describe his fighter as being educated and half the time not.</p><p></p><p>As for resource management - sorry, but I've played a lot of games, RPG and otherwise, and D&D's limited and arbitrary resource management system is one of the shallower ones out there. In terms of exhilarating Gamist difficulty level, virtually any wargame ever designed provides a more satisfying resource management challenge.</p><p></p><p>D&D is still about resource management (as is SWSE, which is almost purely encounter-based), but its primary resource is the action and the mechanism for exploiting it is positioning and action choice. 4e is unlikely to change these elements (including if it goes more toward World of Warcraft, which from every account I've heard is also an intensely challenging tactical game based on teamwork, positioning and timing).</p></blockquote><p></p>
[QUOTE="MoogleEmpMog, post: 3726378, member: 22882"] [U]Players[/U] may have, although IMX it was about 50/50 in terms of actually doing otherwise, but [U]characters[/U] certainly did not. Why was the wizard the guy who could read the arcane runes? And what if the runes were simply in another language? Why couldn't the cleric comprehend the sorcerer (who would also have been either a cleric or a wizard 'back in the day,' of course). If anyone was equipped to do the things you're describing in a pre-skill D&D, it was the [U]rogue[/U] (or thief, anyway), who had the ability to do oddball things like use magical devices and cast spells from scrolls without having actual magical abilities. The wizard had to actually cast [I]read magic[/I] to do what the thief could do with a check. Meaning, incidentally, that the wizard who expended his spell couldn't read the runes, anyway. Of course, nothing was actually stopping a fighter or ranger from reading the runes, except either GM fiat or module writer fiat - both of which were inconsistently applied on such matters, meaning half the time a player could describe his fighter as being educated and half the time not. As for resource management - sorry, but I've played a lot of games, RPG and otherwise, and D&D's limited and arbitrary resource management system is one of the shallower ones out there. In terms of exhilarating Gamist difficulty level, virtually any wargame ever designed provides a more satisfying resource management challenge. D&D is still about resource management (as is SWSE, which is almost purely encounter-based), but its primary resource is the action and the mechanism for exploiting it is positioning and action choice. 4e is unlikely to change these elements (including if it goes more toward World of Warcraft, which from every account I've heard is also an intensely challenging tactical game based on teamwork, positioning and timing). [/QUOTE]
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