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Ed Wars: 4E Fan Finally Gets 3E Fans' POV
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<blockquote data-quote="Jester David" data-source="post: 5983703" data-attributes="member: 37579"><p>If the arguments haven't changed in four years maybe, just maybe, they have a point or there's an underlying issue that hasn't been resolved.</p><p></p><p></p><p>Which is a trap. It's setting the parameters of the argument to be favourable to you. 4e does have more direct advice on crafting a rounded character. The discussion to the core rules skirts the argument due to artificial constraints. </p><p></p><p>Comparing earlier editions with 4e is not only comparing apples with apples (albeit red apples with green apples), as I said repeatedly in the second blog, 4e does a better job than earlier editions in explaining some of the basics of role-playing. </p><p>But, when you compare 4e (and much of earlier editions of D&D) with almost any other actual role-playing games, it doesn't come out favourably. And I'm not about to drop $40 to pick-up a copy of the Core rules of Vampire: the Requiem to compare. </p><p></p><p>However, that would be an especially unfair comparison because the core rules for VtR are in the <em>World of Darkness</em> book. And comparing that book with 4e would be unfair as that book was meant to be simple and focused on just the rules before buying one of the species books. Heck, most RPGs are tricky to compare as they only have one core rulebook so gamemaster advice is included and they have to be very selective with text that can be included.</p><p></p><p>That's a big reason why I went with the <em>Dummies</em> books. Both were trying to do the same thing in the same space for the same audience. It was a clear and concise way of comparing the tone and emphasise of the two games. </p><p></p><p>Now, as has been stated in the two blogs and above, 4e has more content on roleplaying and creating characters for players than earlier editions (i.e. a couple pages rather than none) the issue then is <em>why</em> 4e can be so combat-focused. As I've said before, this is an awareness issue. If you do not acknowledge the potential problem areas, you'll never fix them and improve the game, you have no way of minimizing or mitigating them in your game. </p><p></p><p>I do tend to put the lion's share of this on combat-focused attack powers. Every time you level up you get a feat that improves your combat effectiveness. Everyone gets the same awesome new attack power at the same time, so the entire party is itching to try out their shiny new power or option at the same session. </p><p>It's just something to be aware of. When the party hits 5th level you put them up against an extra tough solo brute boss monster. You just do. Otherwise they'll pick a fight with a city guard just to Daily action point Daily. </p><p></p><p></p><p>I think the financial failure of 4e (phew, say that five times fast) has shown you cannot say "the fact that most D&D players (of any edition) don't want _____". That making majority statements of D&D games is risky at best. Heck, sometimes I'm not even sure the majority of D&D players want ability scores handled the same.</p></blockquote><p></p>
[QUOTE="Jester David, post: 5983703, member: 37579"] If the arguments haven't changed in four years maybe, just maybe, they have a point or there's an underlying issue that hasn't been resolved. Which is a trap. It's setting the parameters of the argument to be favourable to you. 4e does have more direct advice on crafting a rounded character. The discussion to the core rules skirts the argument due to artificial constraints. Comparing earlier editions with 4e is not only comparing apples with apples (albeit red apples with green apples), as I said repeatedly in the second blog, 4e does a better job than earlier editions in explaining some of the basics of role-playing. But, when you compare 4e (and much of earlier editions of D&D) with almost any other actual role-playing games, it doesn't come out favourably. And I'm not about to drop $40 to pick-up a copy of the Core rules of Vampire: the Requiem to compare. However, that would be an especially unfair comparison because the core rules for VtR are in the [I]World of Darkness[/I] book. And comparing that book with 4e would be unfair as that book was meant to be simple and focused on just the rules before buying one of the species books. Heck, most RPGs are tricky to compare as they only have one core rulebook so gamemaster advice is included and they have to be very selective with text that can be included. That's a big reason why I went with the [I]Dummies[/I] books. Both were trying to do the same thing in the same space for the same audience. It was a clear and concise way of comparing the tone and emphasise of the two games. Now, as has been stated in the two blogs and above, 4e has more content on roleplaying and creating characters for players than earlier editions (i.e. a couple pages rather than none) the issue then is [I]why[/I] 4e can be so combat-focused. As I've said before, this is an awareness issue. If you do not acknowledge the potential problem areas, you'll never fix them and improve the game, you have no way of minimizing or mitigating them in your game. I do tend to put the lion's share of this on combat-focused attack powers. Every time you level up you get a feat that improves your combat effectiveness. Everyone gets the same awesome new attack power at the same time, so the entire party is itching to try out their shiny new power or option at the same session. It's just something to be aware of. When the party hits 5th level you put them up against an extra tough solo brute boss monster. You just do. Otherwise they'll pick a fight with a city guard just to Daily action point Daily. I think the financial failure of 4e (phew, say that five times fast) has shown you cannot say "the fact that most D&D players (of any edition) don't want _____". That making majority statements of D&D games is risky at best. Heck, sometimes I'm not even sure the majority of D&D players want ability scores handled the same. [/QUOTE]
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