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How important is "realism"?
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<blockquote data-quote="Garthanos" data-source="post: 8457444" data-attributes="member: 82504"><p>4e felt very much like D&D to me and more like D&D which was following through on promises. It finally allowed me to play an effective Defender as inspired in part by Gygax writing in AD&D about the role of the fighter and a Warlord archetype promised in part by the 2e descriptions of character types one could be which very much evoke Warlord (the Clever/Tactical/Strategic Alexander the Great and Bellesaurus) but also advancing to the point where one was feeling more like Heracles and Perseus and Cu Cuhlaine mentioned alongside those. Very much promises kept. I was surprised it felt balanced instead of being a one wizard show at higher levels, so that it felt more like teamwork was the key, as it was always supposed to be (and the best optimization was now at a whole party level). I was pleased to have the tactical/strategic choices in the players hands (who weren't always the casters) instead of locked up in figuring out what a DM considered a good plan. I was pleased the game now tied gaining experience to challenging situations whether they involved combat or not. I was pleased that D&D could better model action adventure now and had finally caught up to how we used to try and play it with less drudging through nonsense tunnels but rather bigger feature combats at a pace that matched story.</p></blockquote><p></p>
[QUOTE="Garthanos, post: 8457444, member: 82504"] 4e felt very much like D&D to me and more like D&D which was following through on promises. It finally allowed me to play an effective Defender as inspired in part by Gygax writing in AD&D about the role of the fighter and a Warlord archetype promised in part by the 2e descriptions of character types one could be which very much evoke Warlord (the Clever/Tactical/Strategic Alexander the Great and Bellesaurus) but also advancing to the point where one was feeling more like Heracles and Perseus and Cu Cuhlaine mentioned alongside those. Very much promises kept. I was surprised it felt balanced instead of being a one wizard show at higher levels, so that it felt more like teamwork was the key, as it was always supposed to be (and the best optimization was now at a whole party level). I was pleased to have the tactical/strategic choices in the players hands (who weren't always the casters) instead of locked up in figuring out what a DM considered a good plan. I was pleased the game now tied gaining experience to challenging situations whether they involved combat or not. I was pleased that D&D could better model action adventure now and had finally caught up to how we used to try and play it with less drudging through nonsense tunnels but rather bigger feature combats at a pace that matched story. [/QUOTE]
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