Give me choices!

MerricB said:
Just in regard to the half-orc:

How many people choose the half-orc race because they want to role-play a half-orc, and how many choose it because they want the Strength bonus?

Cheers!

I have a player that in 3 different games chose to play the same half-orc character, named Strax Meat. Not for the bonuses, but for its role-playing/comedic potential. We decided he was a sort of half-orc "eternal champion", appearing in diverse times and places. A running joke was how ashamed he was of his....um, mere 12 inches. He was a pee-wee by Orc standards!

He was the only one of my players who ever wanted to play a half-orc. Nobody else ever wanted their character to be that fugly, bonuses or not!
 

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MerricB said:
They've said as much.

Cheers!

See, this is where some weirdness comes in for me. There'll be more distinctness, but you won't need some core builds because every class can perform that function. :confused: Huh.

To my mind, meaningful choices are ones that include both circumstances (by which you can determine what choice to make) and consequences (by which I mean that they have some effect that occurs because you made that choice).

Both of these are, IMHO, strengthened by having some form of sacrifice included in the decision-making process. I.e., if I do A, then I gain B but have to give up C. Or I could do D, and gain C but not B. This makes circumstances more important, because I have to determine whether B or C are more important. It also makes consequences more important, because there are ramifications not only to what I can do, but also to what I choose not to do with that action.

Easy example: Bob is dropped by the hobgoblin shaman. I'm a cleric. I have the option of trying to heal Bob (provoking an AoO, giving the shaman another attack during my lost action, but possibly reviving Bob) or trying to drop the shaman (making healing Bob later easier if I succeed, but making it harder to succeed if I can't drop the shaman in one attack). This is a choice, where I need to take circumstances into account (How close do I think the shaman is to dropping? What do I think his next action will be? How close is Bob to death? Do I think the shaman will hit me with his AoO if I try to heal Bob? Can I take the hit? Will I still be able to cast the spell?) and, obviously, the consequences of my choice.

OTOH, if I can simply attack the shaman and heal Bob at the same time, a certain amount of the decision-making process is lost, and so is the complexity and distinctiveness.

Heal or harm is more distinct than heal and harm, IMHO.

Strong archetypes are more distinct than classes that can fulfill the roles of any of those archetypes.

As a result, I don't buy the "4e = distinctiveness" argument.

Frankly, the reason that some folks think classes like the Bard suck is because they are not combat machines. 1e was a game of exploration (IME) that didn't require every character to be a meat grinder. 2e was much the same. 3e changed the common paradigm to "an adventure is a series of orchestrated fights" that made people despise anything that couldn't do max damage. I, myself, prefer a fantasy game that includes those fights, but isn't about those fights.

4e, to me, seems far more along the "about those fights" road than 3e was.

Give me a game intended to challenge both players and their characters. Give me a game designed to include a wide variety of elements, from riddles and "thinking" traps, to cool fights, to fleeing from superior foes, to exploring ancient ruins in search of treasure. Give me a game designed to allow me to turn it however I want it to be turned. Give me a game with strong archetypes. Give me a game where the most important feature of every character isn't how much damage he can inflict in each round. Give me a game where decisions are important, and consequences matter. Give me a game where failure to prepare means a risk of starvation, or being out of arrows.

The more I see of 4e, the less I think it is that game.


RC
 

Gnomes:

Pretty good discussion.

Gnomes?: The word "gnome" come from alchemy, but there are many similar creaturs in folklore to which the name has been applied. In Norse folklore you have Alfar (elves), Dvergar (dwarves), and Nisse (gnomes). D&D gnomes tap both alchemy and folklore origins.

LotR and PC examples: Yes, the LotR is a good source of "non-humans as non-monsters". But this is not the LotR role-playing game. Besides, the gnomes from Gnomes have great adventures. They even had their own cartoon series.

Its not about Elves and Dwarves: But I don't really want to displace elves and dwarves from their pedastal. I mean, elves are so popular as a PC choice, they are going to have three versions in the 4th ed PHB.

Its about gnomes vs. tieflings, dragonborn, and halflings: You don't think they could make a gnome as good or popular as these will be? Oh wait, they will, and use it to market another book.
 

4E = Gamist Overload

MerricB said:
How many people choose the half-orc race because they want to role-play a half-orc, and how many choose it because they want the Strength bonus?
Although the strength bonus is nice, I like half-orcs because I enjoy roleplaying ruthless characters with strong comedic potential.

My favorite half-orc was a (CN) Malarite barbarian named Fish. He enjoyed hunting sentient prey, eating bags of raw sugar, taking baths in public fountains, and letting dragon hatchlings loose inside of crowded inns.

-Samir Asad (DMoS)
 

The Thayan Menace said:
Although the strength bonus is nice, I like half-orcs because I enjoy roleplaying ruthless characters with strong comedic potential.
They can be good for that, yes.

Best one I've seen was back when I first started playing...it came in alongside my first PC, in fact: the legendary Rugor the Resplendent. This guy's schtick was furniture. He hated furniture. All furniture. With a passion. Once we'd killed the opponents in any given room he'd look around for the furniture and reduce it to kindling; if there were no opponents the furniture was still doomed. (of course, his "house" was a near-empty room with possessions strewn around and a bed resembling a nest in one corner...)

I'm keeping Part-Orcs for my next game...they hardly ever get played, but if there's another Rugor waiting out there I don't want the rules to get in the way.

Lanefan
 

Raven Crowking said:
Give me a game intended to challenge both players and their characters. Give me a game designed to include a wide variety of elements, from riddles and "thinking" traps, to cool fights, to fleeing from superior foes, to exploring ancient ruins in search of treasure. Give me a game designed to allow me to turn it however I want it to be turned. Give me a game with strong archetypes. Give me a game where the most important feature of every character isn't how much damage he can inflict in each round. Give me a game where decisions are important, and consequences matter. Give me a game where failure to prepare means a risk of starvation, or being out of arrows.

The more I see of 4e, the less I think it is that game.


RC

QFT.
 

Interesting. I get the opposite impression. Much stronger archetypes and distinctions between classes. and decisions that actually matter.

The only thing that seems to matter in 3e is if the math adds up.

Whereas in 1st and 2nd, class and magic items were the only meaningful distinctions available. A fighter was the same as all other fighters. Except one had a magic warhammer and the other had a magic longsword. Magic-users had some distinction, until people realized that some spells were really, really good, and others...weren't.
 
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Voss said:
Interesting. I get the opposite impression. Much stronger archetypes and distinctions between classes. and decisions that actually matter.

If each class uses the same progression, can wear the same armour, can hit on the same number, can use "powers" or "spells" that are effectively equivilent....how does this lead to a stronger distinction between classes? :confused:

From what I'm reading, I'm not even sure that the game has 8 classes....it might have one "class" and 8 sets of "talent trees" applied to that class.

RC
 

TerraDave said:
Gnomes:

Pretty good discussion.

Gnomes?: The word "gnome" come from alchemy, but there are many similar creaturs in folklore to which the name has been applied. In Norse folklore you have Alfar (elves), Dvergar (dwarves), and Nisse (gnomes). D&D gnomes tap both alchemy and folklore origins.
Gnome as a word doesn't exist in the Nordic languages with that meaning. Elves are male fairies in the folklore and a magical people in the sagas (very little is known from those sources except that regular elves are good and dark elves are blackskinned, live under the earth and are evil. They also like crafting so some people believe that dark elves (svartalver) and dwarves might be the same thing). Dwarves are creatures that live underground, crafting stuff. At least one dwarf was strong enough to kill a god so they are powerful in the sagas. In the folklore dwarves aren't mentioned much but they are generally mean and magical. Nisse, as you call it, are more often refered to as Tomte. Those are grumpy, small, fey like creatures that help you out with your farm if you give them food and ruins stuff for you if you don't.

As you can see, neither the name or any of the examples that you gave have any connection in Nordic folklore. Also, no creature in Nordic folklore is like the D&D gnome.
 

Raven Crowking said:
If each class uses the same progression, can wear the same armour, can hit on the same number, can use "powers" or "spells" that are effectively equivilent....how does this lead to a stronger distinction between classes? :confused:

From what I'm reading, I'm not even sure that the game has 8 classes....it might have one "class" and 8 sets of "talent trees" applied to that class.

RC

What about levels? The so-called sweet spot spread throughout the whole gamut of D&D levels means the math has been altered so that it feels the same in terms of probabilities. So there's a danger that all levels end up feeling the same, apart of the fact you throw four orbs of fire instead of a magic missile (assuming of course the meteor swarm still exists... :p ).

4E makes me think of the Incredibles: "If everyone's special... no one is."
 

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