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How did 4e take simulation away from D&D?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 5501483" data-attributes="member: 82106"><p>It really IS necessary to make the game make sense. You can either pick tons of options that give you some new capabilities and have loads of different things you can do moderately well, or you can zero in on a few things you do extraordinarily well and continue to excel at. That's where the interest comes in. YOU the player constantly have those choices to make, so that you are really actively shaping your character. If you just flick switches to be good at X, Y, or Z and that's it you can forget about it and go on to the next thing then it is nothing but a checklist and inevitably there will always be a list of the best options to check off. </p><p></p><p>Personally I don't agree that the feats which allow you to move on to being 'best the world has ever seen' at something are boring. Yes, they are static bonuses, but they feed into and reinforce what you want to do. In any case PCs get plenty of new toys regardless of what you do with feats. You get powers and then PP features etc at virtually every level. Especially once you hit paragon there's really not that much need to add a new gewgaw to your character with every feat. In fact honestly IME it isn't necessarily desired. As one of my players expressed the other day, her character has enough fiddly bits and it is welcomed to have an option to just say beef up some defenses and not have to worry about them anymore and not have some new thing to have to remember. PCs are going to have what, 17 feats overall? Plenty of room for some interesting choices even if a few MAY be more mundane.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 5501483, member: 82106"] It really IS necessary to make the game make sense. You can either pick tons of options that give you some new capabilities and have loads of different things you can do moderately well, or you can zero in on a few things you do extraordinarily well and continue to excel at. That's where the interest comes in. YOU the player constantly have those choices to make, so that you are really actively shaping your character. If you just flick switches to be good at X, Y, or Z and that's it you can forget about it and go on to the next thing then it is nothing but a checklist and inevitably there will always be a list of the best options to check off. Personally I don't agree that the feats which allow you to move on to being 'best the world has ever seen' at something are boring. Yes, they are static bonuses, but they feed into and reinforce what you want to do. In any case PCs get plenty of new toys regardless of what you do with feats. You get powers and then PP features etc at virtually every level. Especially once you hit paragon there's really not that much need to add a new gewgaw to your character with every feat. In fact honestly IME it isn't necessarily desired. As one of my players expressed the other day, her character has enough fiddly bits and it is welcomed to have an option to just say beef up some defenses and not have to worry about them anymore and not have some new thing to have to remember. PCs are going to have what, 17 feats overall? Plenty of room for some interesting choices even if a few MAY be more mundane. [/QUOTE]
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How did 4e take simulation away from D&D?
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