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Does 4th edition hinder roleplaying?
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<blockquote data-quote="Fanaelialae" data-source="post: 4718293" data-attributes="member: 53980"><p>What I mean is that I feel they did a good job with each. Obviously, this is just my POV, but I believe that combat should have a solid and well-designed ruleset in order to be fun. </p><p></p><p>Too few rules (free form) and combat is too arbitrary (for example: you describe what actions your characters will take, and then the DM rolls a single die, modified by how effective the DM deems your strategy, to determine whether you win or lose the fight).</p><p></p><p>Too many (poorly designed) rules and it can become a snooze-fest. (Okay, you hit, roll on table 3; now subsection C; now plug that into your 1099 form; and find the square root of the result... Okay, let's see now...).</p><p></p><p>I'm of the opinion that the 4E designers created a solid combat system that is a lot of fun to play, and so far my players agree that it's the best combat system we've ever played.</p><p></p><p>In my opinion, out-of-combat actions are rather different. They need a solid rule set to underlay them while remaining free-form enough to handle anything that a player can come up with (preferably without leaving too much of the work for the DM to "make something up on the fly"). </p><p></p><p>I think they also did an excellent job with out-of-combat situations. Common actions (skills) are quantified adequately (so the DM doesn't have to make something up if a player wants to hide behind a bush) while also providing guidelines for adjudicating actions that aren't covered by skills. I haven't had any troubles running RP-heavy adventures (mysteries, for example).</p><p></p><p>Obviously, at some point the players are likely to want to test their shiny attack powers, but that does not preclude a balanced game (equal parts combat and out-of-combat time). A WoD vamp with high levels of Celerity and Potence (super-strength and speed) is at some point guaranteed to want to break some faces regardless of how "RP-heavy" the game is.</p><p></p><p>My point is that good combat does not preclude good roleplay, and in my opinion 4E does both well*.</p><p></p><p>*Rather, 4E has a well designed system for out-of-combat actions, since no gaming system that I am aware of can actually create "good roleplay". At the very least, I would say it does not <em>discourage</em> good roleplay.</p></blockquote><p></p>
[QUOTE="Fanaelialae, post: 4718293, member: 53980"] What I mean is that I feel they did a good job with each. Obviously, this is just my POV, but I believe that combat should have a solid and well-designed ruleset in order to be fun. Too few rules (free form) and combat is too arbitrary (for example: you describe what actions your characters will take, and then the DM rolls a single die, modified by how effective the DM deems your strategy, to determine whether you win or lose the fight). Too many (poorly designed) rules and it can become a snooze-fest. (Okay, you hit, roll on table 3; now subsection C; now plug that into your 1099 form; and find the square root of the result... Okay, let's see now...). I'm of the opinion that the 4E designers created a solid combat system that is a lot of fun to play, and so far my players agree that it's the best combat system we've ever played. In my opinion, out-of-combat actions are rather different. They need a solid rule set to underlay them while remaining free-form enough to handle anything that a player can come up with (preferably without leaving too much of the work for the DM to "make something up on the fly"). I think they also did an excellent job with out-of-combat situations. Common actions (skills) are quantified adequately (so the DM doesn't have to make something up if a player wants to hide behind a bush) while also providing guidelines for adjudicating actions that aren't covered by skills. I haven't had any troubles running RP-heavy adventures (mysteries, for example). Obviously, at some point the players are likely to want to test their shiny attack powers, but that does not preclude a balanced game (equal parts combat and out-of-combat time). A WoD vamp with high levels of Celerity and Potence (super-strength and speed) is at some point guaranteed to want to break some faces regardless of how "RP-heavy" the game is. My point is that good combat does not preclude good roleplay, and in my opinion 4E does both well*. *Rather, 4E has a well designed system for out-of-combat actions, since no gaming system that I am aware of can actually create "good roleplay". At the very least, I would say it does not [i]discourage[/i] good roleplay. [/QUOTE]
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