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Does 4th edition hinder roleplaying?
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<blockquote data-quote="Sadrik" data-source="post: 4718376" data-attributes="member: 14506"><p>1e and 2e said: if you want, play with a grid.</p><p>2.5 said: try playing with a grid.</p><p>3e said: play with a grid.</p><p>3.5e said: you must play with a grid.</p><p>4e said: don't try to play without a grid.</p><p></p><p>Really though, I don't think the grid is the problem that people cite as being less role-playing oriented. You can RP with a grid. D&D has always been a lesser RP system because it hinges its reward system primarily around combat. 4e does have quest bonuses and other things but it is still primarily a - do combat to level up game. To that end you get a lot of resources to put toward getting XP.</p><p></p><p>D&D is fun because of character individualization (for me), it is about making an interesting character and individualizing it from the run-of-the-mill fighter or wizard. It has never been an RP-heavy game. It has always been about individualization, even my 1e characters were all about it, back then it was mostly magic items that differentiated characters (besides the name and the background). The fighter Henrik the Wise is a lot different than the fighter Grok Bloodaxe. If I want to RP heavy, simply there are better systems. </p><p></p><p>So for me what did 4e do- it dropped the individualization quotient down a peg or six. 3e allowed me to individualize my character pretty damn well. Too much imo. I was spending too much time making characters perusing books and rules for that perfect feat or accounting for the requirements of that specific PrC that I needed to take 5 levels down the road. It needed to change. Limitations and requirements suck. </p><p></p><p>So why does individualization fall off in 4e? 3e edition gave you the option to individualize your character though selecting spells other than simple I hit you for X and do special effect X, feats that were more powerful than the current array (let's face it 3e feats were generally more powerful) and a robust multi-classing system. In 4e these were stripped down to make the game more balanced. Out of combat or strange effects were too difficult to account for the additive power of a class/role so were dropped. Feats were stripped down I assume so that the powers and ability scores played more role rather than feats. Multi-classing was stripped down for balance as well.</p><p></p><p>Core 3e was a plush sedan with all the bells and whistles, it had a whole lot of dents, dings and scratches but it still remarkably ran.</p><p></p><p>Core 4e is a stripped down sports car meant to do one thing and that is to race. The only problem is it needs a tune up real bad because it just grinds along.</p></blockquote><p></p>
[QUOTE="Sadrik, post: 4718376, member: 14506"] 1e and 2e said: if you want, play with a grid. 2.5 said: try playing with a grid. 3e said: play with a grid. 3.5e said: you must play with a grid. 4e said: don't try to play without a grid. Really though, I don't think the grid is the problem that people cite as being less role-playing oriented. You can RP with a grid. D&D has always been a lesser RP system because it hinges its reward system primarily around combat. 4e does have quest bonuses and other things but it is still primarily a - do combat to level up game. To that end you get a lot of resources to put toward getting XP. D&D is fun because of character individualization (for me), it is about making an interesting character and individualizing it from the run-of-the-mill fighter or wizard. It has never been an RP-heavy game. It has always been about individualization, even my 1e characters were all about it, back then it was mostly magic items that differentiated characters (besides the name and the background). The fighter Henrik the Wise is a lot different than the fighter Grok Bloodaxe. If I want to RP heavy, simply there are better systems. So for me what did 4e do- it dropped the individualization quotient down a peg or six. 3e allowed me to individualize my character pretty damn well. Too much imo. I was spending too much time making characters perusing books and rules for that perfect feat or accounting for the requirements of that specific PrC that I needed to take 5 levels down the road. It needed to change. Limitations and requirements suck. So why does individualization fall off in 4e? 3e edition gave you the option to individualize your character though selecting spells other than simple I hit you for X and do special effect X, feats that were more powerful than the current array (let's face it 3e feats were generally more powerful) and a robust multi-classing system. In 4e these were stripped down to make the game more balanced. Out of combat or strange effects were too difficult to account for the additive power of a class/role so were dropped. Feats were stripped down I assume so that the powers and ability scores played more role rather than feats. Multi-classing was stripped down for balance as well. Core 3e was a plush sedan with all the bells and whistles, it had a whole lot of dents, dings and scratches but it still remarkably ran. Core 4e is a stripped down sports car meant to do one thing and that is to race. The only problem is it needs a tune up real bad because it just grinds along. [/QUOTE]
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