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<blockquote data-quote="pemerton" data-source="post: 6147960" data-attributes="member: 42582"><p>These seem to be mostly biographical facts about you. Which isn't to say that they're unimportant (especially for you!) but I don't feel that they shed much new light on 4e. After all, I am a long-time D&D and Rolemaster GM, and I had no trouble working out what 4e was about, and have no trouble making sense of 4e PCs. When I first read through the PHB I could tell what the PCs could do mechanically, and what it represented.</p><p></p><p>Concrete example: how is a Warlord's Inspiring Word more opaque than (say) She Hulk's "Break the 4th Wall" ability?</p><p></p><p>The player of the fighter in my 4e game played a paladin in our earlier RM campaign, and played a druid/monk and (I seem to remember from stories he's told) a wizard in his prior 3E campaign. He hasn't had any trouble working out how to play a 4e fighter, and when he uses Come and Get It with his Black Peak Halberd no one seems to have any trouble imagining what's going on - it's classic fantasy polearm deftness, like Monkey and Sandy back in the TV show when we were kids.</p><p></p><p>Now my ease with 4e from the first time I read it is mostly just a biographical fact about me (reflecting in part my familiarity with some of the Forge-y design principles that inspired it, I suspect). And fact about my players are just more biography. But for me this tends to reinforce my sense that there is nothing inherently flawed with 4e's game/metagame interface if I can so easily come to grips with it, and my players also (one of whom has played only Rolemaster before 4e, and others of whom have played D&D and a bit of Top Secret back in the day, but not a particularly wide range of RPGs).</p></blockquote><p></p>
[QUOTE="pemerton, post: 6147960, member: 42582"] These seem to be mostly biographical facts about you. Which isn't to say that they're unimportant (especially for you!) but I don't feel that they shed much new light on 4e. After all, I am a long-time D&D and Rolemaster GM, and I had no trouble working out what 4e was about, and have no trouble making sense of 4e PCs. When I first read through the PHB I could tell what the PCs could do mechanically, and what it represented. Concrete example: how is a Warlord's Inspiring Word more opaque than (say) She Hulk's "Break the 4th Wall" ability? The player of the fighter in my 4e game played a paladin in our earlier RM campaign, and played a druid/monk and (I seem to remember from stories he's told) a wizard in his prior 3E campaign. He hasn't had any trouble working out how to play a 4e fighter, and when he uses Come and Get It with his Black Peak Halberd no one seems to have any trouble imagining what's going on - it's classic fantasy polearm deftness, like Monkey and Sandy back in the TV show when we were kids. Now my ease with 4e from the first time I read it is mostly just a biographical fact about me (reflecting in part my familiarity with some of the Forge-y design principles that inspired it, I suspect). And fact about my players are just more biography. But for me this tends to reinforce my sense that there is nothing inherently flawed with 4e's game/metagame interface if I can so easily come to grips with it, and my players also (one of whom has played only Rolemaster before 4e, and others of whom have played D&D and a bit of Top Secret back in the day, but not a particularly wide range of RPGs). [/QUOTE]
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