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I’m Thinking of Giving 4e Another Shot
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<blockquote data-quote="Dice4Hire" data-source="post: 4812630" data-attributes="member: 55066"><p>Well 4e, more than other editions, hits you hard right between the eyes with walls of rules. Rule after rule, rules for everything except role playing.</p><p></p><p>For me it was hard at first, the first couple months, to see the potentials for roleplaying behind the rules, but after I got the rules down, then I could start looking at the game again, and clearer.</p><p></p><p>Yes, the powers can be a detriment to roleplaying, especially with the oddball names WOTC came up with. But then again, they ahd to name hundreds of pwoers. I could not have done that well. The key is to look at the spirit of the power, and not have its effects rely on pure magic. Drag the carpet, hook the guy's coat with your weapon, do whatever you like, but keep the game effect the same to avoid overblalancing the game one way or the other. </p><p></p><p>4E is worth trying and house-ruling a bit (or a lot) I found it intersting throughout the 3.x lifecycle there was a rabid fanbase of RAW, while the designers and developers themselves had oodles of houserules for the games they were playing in WOTC's own cafeteria at lunchtime.</p><p></p><p>I would tend to go with the designersand ddevelopers on this. The rules were nevermeant to be lawful-stupid RAW, and we all can see thread after thread berating WOTC for their inability to write the rules clearly enough to handle every and all situations. Odd, I tell you.</p></blockquote><p></p>
[QUOTE="Dice4Hire, post: 4812630, member: 55066"] Well 4e, more than other editions, hits you hard right between the eyes with walls of rules. Rule after rule, rules for everything except role playing. For me it was hard at first, the first couple months, to see the potentials for roleplaying behind the rules, but after I got the rules down, then I could start looking at the game again, and clearer. Yes, the powers can be a detriment to roleplaying, especially with the oddball names WOTC came up with. But then again, they ahd to name hundreds of pwoers. I could not have done that well. The key is to look at the spirit of the power, and not have its effects rely on pure magic. Drag the carpet, hook the guy's coat with your weapon, do whatever you like, but keep the game effect the same to avoid overblalancing the game one way or the other. 4E is worth trying and house-ruling a bit (or a lot) I found it intersting throughout the 3.x lifecycle there was a rabid fanbase of RAW, while the designers and developers themselves had oodles of houserules for the games they were playing in WOTC's own cafeteria at lunchtime. I would tend to go with the designersand ddevelopers on this. The rules were nevermeant to be lawful-stupid RAW, and we all can see thread after thread berating WOTC for their inability to write the rules clearly enough to handle every and all situations. Odd, I tell you. [/QUOTE]
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