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Helping melee combat to be more competitive to ranged.
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<blockquote data-quote="Ilbranteloth" data-source="post: 6991816" data-attributes="member: 6778044"><p>Yes, I'll admit it's a generalization. It wasn't intended to be all-inclusive, and it's obviously my perception. </p><p></p><p>4e had level-scaled DCs, but an endless number of new abilities. Progress in part is equated to gaining new abilities. The APs are designed to be played in a relatively short period of time, say 3-6 months, and the game time is often even shorter, but the characters typically rise from 1st to 15th level in that period. That is, the focus of the game seems to be on gaining more levels and abilities.</p><p></p><p>Those are also things that I (perhaps wrongly) equate to video games, where most games that call themselves RPGs equate RPG with being able to gain experience and improve your character with...more abilities.</p><p></p><p>Not every game follows those patterns, obviously. Not even every video game.</p><p></p><p>Video games borrow a lot from RPGs, and RPG design has also borrowed a lot from video game design, as well as other areas (I think 4e shows more signs of MtG than video games, myself).</p><p></p><p>I play very few video games, and that's only in the last few years, and I gravitate toward games that don't have these styles. Most of them, though, are what my daughter decides we'd like to play. But I don't have to play video games to see their influence, because not only designers, but the players themselves bring a different approach.</p><p></p><p>The focusing on important scenes approach isn't always related to faster level advancement, or gaining more abilities. But those that like to level up quickly and gain abilities quickly tend to like that approach because they don't spend time either not moving forward to those goals, or using the abilities they've gained (which tend to focus on combat). Encumbrance and ammunition are also commonly dropped in those situations for the same reasons, they don't contribute to their goals.</p><p></p><p>I suppose that's the real answer, if encumbrance and ammunition makes the game more interesting for you, and you enjoy that sort of grounding in the more mundane aspects of adventuring, then it can be a lot of fun.</p></blockquote><p></p>
[QUOTE="Ilbranteloth, post: 6991816, member: 6778044"] Yes, I'll admit it's a generalization. It wasn't intended to be all-inclusive, and it's obviously my perception. 4e had level-scaled DCs, but an endless number of new abilities. Progress in part is equated to gaining new abilities. The APs are designed to be played in a relatively short period of time, say 3-6 months, and the game time is often even shorter, but the characters typically rise from 1st to 15th level in that period. That is, the focus of the game seems to be on gaining more levels and abilities. Those are also things that I (perhaps wrongly) equate to video games, where most games that call themselves RPGs equate RPG with being able to gain experience and improve your character with...more abilities. Not every game follows those patterns, obviously. Not even every video game. Video games borrow a lot from RPGs, and RPG design has also borrowed a lot from video game design, as well as other areas (I think 4e shows more signs of MtG than video games, myself). I play very few video games, and that's only in the last few years, and I gravitate toward games that don't have these styles. Most of them, though, are what my daughter decides we'd like to play. But I don't have to play video games to see their influence, because not only designers, but the players themselves bring a different approach. The focusing on important scenes approach isn't always related to faster level advancement, or gaining more abilities. But those that like to level up quickly and gain abilities quickly tend to like that approach because they don't spend time either not moving forward to those goals, or using the abilities they've gained (which tend to focus on combat). Encumbrance and ammunition are also commonly dropped in those situations for the same reasons, they don't contribute to their goals. I suppose that's the real answer, if encumbrance and ammunition makes the game more interesting for you, and you enjoy that sort of grounding in the more mundane aspects of adventuring, then it can be a lot of fun. [/QUOTE]
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Helping melee combat to be more competitive to ranged.
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