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Does 4th edition hinder roleplaying?
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<blockquote data-quote="dbm" data-source="post: 4717757" data-attributes="member: 8014"><p>Couple of thoughts on this.</p><p></p><p>Firstly, 4e does allow for character mutation in the way the blogger wants, it just doesn't serve it up all in one chunk:</p><p></p><p>Start as a Sorceror, </p><p>Multiclass in to Warlord,</p><p>Take the multiclass power feats</p><p>Go in to Paragon multiclassing.</p><p></p><p>That seems like a fairly good simulation of switching from being a sorceror to a Warlord without forgetting how to be a sorceror too (difficult to do at 11+ I admit, but by then you are 'entrenched' in your current role).</p><p></p><p>One of the criticisms of earlier additions was that it was unrealistic to allow a person to one day wake up and decide that today they would achieve all the learning normally associated with a 15 year apprenticeship with a master wizard, so I don't think that earlier versions of D&D were exemplars for simulating reality either. If you want that, play GURPS or HERO.</p><p></p><p>Finally, I don't see 4e as necessarily gamist, perhaps more narativist(sp?). As Phaezen suggested above, when a player whips out their daily martial power then have taken a split second of story control and said that the conditions are right for their super technique to be deployed at that moment in time. If you think about it, this actually mirrors quite well the escalation of power you see in manga (some may see this as a bad thing...) and similar genres where by the Guyver doesn't always start a fight with his biggest gun. He works up to that, using successively more powerful attacks until he decides he needs the big one. My experience of 4e combat matches this pattern strongly.</p><p></p><p>On the flip side, I think that Skill Challenges actually <em>increase</em> the possibilities for roleplaying, by giving an objective way of using character skill and knowledge to overcome opposition without resorting to combat. True roleplaying (controversial!) is to work within the limits of your character as well as their strengths. I'm pretty diplomatic in real life, I engage in contract negotiations with clients. That doesn't mean all my characters should be highly diplomatic. How is that represented? Well, if my character has poor CHA and isn't trained in Diplomacy then they are unlikely to make a skill check. This is a good thing in my book.</p><p></p><p>Cheers</p><p>Dan</p></blockquote><p></p>
[QUOTE="dbm, post: 4717757, member: 8014"] Couple of thoughts on this. Firstly, 4e does allow for character mutation in the way the blogger wants, it just doesn't serve it up all in one chunk: Start as a Sorceror, Multiclass in to Warlord, Take the multiclass power feats Go in to Paragon multiclassing. That seems like a fairly good simulation of switching from being a sorceror to a Warlord without forgetting how to be a sorceror too (difficult to do at 11+ I admit, but by then you are 'entrenched' in your current role). One of the criticisms of earlier additions was that it was unrealistic to allow a person to one day wake up and decide that today they would achieve all the learning normally associated with a 15 year apprenticeship with a master wizard, so I don't think that earlier versions of D&D were exemplars for simulating reality either. If you want that, play GURPS or HERO. Finally, I don't see 4e as necessarily gamist, perhaps more narativist(sp?). As Phaezen suggested above, when a player whips out their daily martial power then have taken a split second of story control and said that the conditions are right for their super technique to be deployed at that moment in time. If you think about it, this actually mirrors quite well the escalation of power you see in manga (some may see this as a bad thing...) and similar genres where by the Guyver doesn't always start a fight with his biggest gun. He works up to that, using successively more powerful attacks until he decides he needs the big one. My experience of 4e combat matches this pattern strongly. On the flip side, I think that Skill Challenges actually [i]increase[/i] the possibilities for roleplaying, by giving an objective way of using character skill and knowledge to overcome opposition without resorting to combat. True roleplaying (controversial!) is to work within the limits of your character as well as their strengths. I'm pretty diplomatic in real life, I engage in contract negotiations with clients. That doesn't mean all my characters should be highly diplomatic. How is that represented? Well, if my character has poor CHA and isn't trained in Diplomacy then they are unlikely to make a skill check. This is a good thing in my book. Cheers Dan [/QUOTE]
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