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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
I have seen the coming of 4e...
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<blockquote data-quote="Ximenes088" data-source="post: 4082308" data-attributes="member: 59899"><p>Personally, 4e feels a lot _more_ like OD&D than any recent editions have.</p><p></p><p>OD&D characters didn't have a sheet full of abilities to whip out in varying situations. Fighting men could swing their swords, magic users could cast one of their comparative handful of spells... and that was about it. Decision-making among PCs was relatively equal because even the wizard didn't have more than four or five spells that were useful in any given situation. And once everyone decided what they were doing, it was resolved in one or two die rolls apiece, and that was that.</p><p></p><p>By the time 3.x rolled around, fighters and clerics were playing two different games. The fighter was stacking feats and multiclasses and other esoterica to do one thing each turn, and do it surpassingly well. The spellcasters were broadening out into Swiss Army Knives that had a dozen different useful things they could do each turn, quite aside from being able to sub for the fighter as often as not. It felt like the fighters were playing OD&D with extra dice while the spellcasters were playing... something else at twice the power scale. 4e brings everybody back to the same table. You don't get a huge pile of additional useful options in combat based simply on the class you take.</p></blockquote><p></p>
[QUOTE="Ximenes088, post: 4082308, member: 59899"] Personally, 4e feels a lot _more_ like OD&D than any recent editions have. OD&D characters didn't have a sheet full of abilities to whip out in varying situations. Fighting men could swing their swords, magic users could cast one of their comparative handful of spells... and that was about it. Decision-making among PCs was relatively equal because even the wizard didn't have more than four or five spells that were useful in any given situation. And once everyone decided what they were doing, it was resolved in one or two die rolls apiece, and that was that. By the time 3.x rolled around, fighters and clerics were playing two different games. The fighter was stacking feats and multiclasses and other esoterica to do one thing each turn, and do it surpassingly well. The spellcasters were broadening out into Swiss Army Knives that had a dozen different useful things they could do each turn, quite aside from being able to sub for the fighter as often as not. It felt like the fighters were playing OD&D with extra dice while the spellcasters were playing... something else at twice the power scale. 4e brings everybody back to the same table. You don't get a huge pile of additional useful options in combat based simply on the class you take. [/QUOTE]
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I have seen the coming of 4e...
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