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<blockquote data-quote="Argyle King" data-source="post: 5187576" data-attributes="member: 58416"><p>What I notice is that every option the character has is available at all times; all skills and abilities. There's no division of my abilities depending upon if the GM tells me a situation is an encounter or a situation is a skill challenge.</p><p></p><p>There are a plethora of options in a GURPS combat, but I don't want to dive into that in this thread because that (I feel) would start to break away from the topic of the thread and make it seem like I'm trying to make one system seem better than the other. My only intention in bringing it up was to describe what I noticed when running the game. Though, to touch on why I felt there was more freedom - even if there are less bare bones options than there are powers, I'm free to combine those options in any way I see fit; in effect, I create my own powers. Part of grind in 4E is deciding whether or not it's worth it to use a power on a creature which doesn't pose a threat; I have a resource which -once gone- determines how many meaningful choices I have.</p><p></p><p></p><p>Part of why (IMO) 4e might sometimes feel grindy or boring is due to a lot of choices not being real choices. This can easily be seen in feat selection, and this is also an area which touches upon what seems to be a conflict of design ideals. Feats were supposed to be a way to customize and flesh out your character; they were supposed to offer choices. They still do offer choices in some regards, but most players -even if they don't care about Char Op at all- will find it hard to choose something like linguist over something like versatile expertise.</p></blockquote><p></p>
[QUOTE="Argyle King, post: 5187576, member: 58416"] What I notice is that every option the character has is available at all times; all skills and abilities. There's no division of my abilities depending upon if the GM tells me a situation is an encounter or a situation is a skill challenge. There are a plethora of options in a GURPS combat, but I don't want to dive into that in this thread because that (I feel) would start to break away from the topic of the thread and make it seem like I'm trying to make one system seem better than the other. My only intention in bringing it up was to describe what I noticed when running the game. Though, to touch on why I felt there was more freedom - even if there are less bare bones options than there are powers, I'm free to combine those options in any way I see fit; in effect, I create my own powers. Part of grind in 4E is deciding whether or not it's worth it to use a power on a creature which doesn't pose a threat; I have a resource which -once gone- determines how many meaningful choices I have. Part of why (IMO) 4e might sometimes feel grindy or boring is due to a lot of choices not being real choices. This can easily be seen in feat selection, and this is also an area which touches upon what seems to be a conflict of design ideals. Feats were supposed to be a way to customize and flesh out your character; they were supposed to offer choices. They still do offer choices in some regards, but most players -even if they don't care about Char Op at all- will find it hard to choose something like linguist over something like versatile expertise. [/QUOTE]
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