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I think we're done with 4E
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<blockquote data-quote="Felon" data-source="post: 4578186" data-attributes="member: 8158"><p>I started a thread about the grindyness of 4e combat, and almost respondant shrugged like they had no idea what I was talking about. Glad to see that I continue to be ahead of my time, and gladder still to see others speaking out and prompting discussion.</p><p></p><p></p><p></p><p>Right, most systems are simply hit, hit, hit, dead. D&D is hit, hit, hit, hit, hit, hit, hit, hit, hit, hit, hit, hit, dead. Unless the guy's elite, in which case it's hit, hit, hit, hit.....well, I think most folks can get the point without going on for five minutes like it was a bit from Family Guy. </p><p></p><p>The other systems aren't trying to do what D&D does with powers. Of course, just because you don't have powers with little rider effects, that doesn't mean you don't have variety. Two battles can be very different based on factors that have nothing to do with mashing hotkeyed powers. </p><p></p><p>I think a lot of the repetitiveness stems from the presentation. 4e presents its game as a series of encounters. You set out all of the little pieces, you have your fight, and an hour or so later you mop up and take your little recharge break and then move on to the next encounter. Man, back when I was passionate about RPG's, I never ran or played in campaigns that presented the game as being boiled down into that little formula, even when that's what it was. You can't break something down and document its components without rendering it somewhat passe'. </p><p></p><p>I enjoy DM'ing 4e to some extent because it's fun to band monsters together and create devlish little synergies in their tactics. The problem is, the heroes are static in their synergies. You're going to see the same magic tricks from them over and over again. That's why 4e monsters lack immunities that they traditionally had before; zombies can now be charmed, ghosts now be hit any weapon, swarms can be knocked prone. You can't have characters mashing their hotkey and having the desired effect not occur on a successful hit. Of course, there's only so many times you can see the same magic trick before it loses its coolness.</p><p></p><p>EDIT--This was the thread I referened: <a href="http://www.enworld.org/forum/d-d-4th-edition-rules/238327-grindyness-d-d-4th-edition-combat-anyone-tried-solo-monster-yet.html" target="_blank">http://www.enworld.org/forum/d-d-4th-edition-rules/238327-grindyness-d-d-4th-edition-combat-anyone-tried-solo-monster-yet.html</a></p></blockquote><p></p>
[QUOTE="Felon, post: 4578186, member: 8158"] I started a thread about the grindyness of 4e combat, and almost respondant shrugged like they had no idea what I was talking about. Glad to see that I continue to be ahead of my time, and gladder still to see others speaking out and prompting discussion. Right, most systems are simply hit, hit, hit, dead. D&D is hit, hit, hit, hit, hit, hit, hit, hit, hit, hit, hit, hit, dead. Unless the guy's elite, in which case it's hit, hit, hit, hit.....well, I think most folks can get the point without going on for five minutes like it was a bit from Family Guy. The other systems aren't trying to do what D&D does with powers. Of course, just because you don't have powers with little rider effects, that doesn't mean you don't have variety. Two battles can be very different based on factors that have nothing to do with mashing hotkeyed powers. I think a lot of the repetitiveness stems from the presentation. 4e presents its game as a series of encounters. You set out all of the little pieces, you have your fight, and an hour or so later you mop up and take your little recharge break and then move on to the next encounter. Man, back when I was passionate about RPG's, I never ran or played in campaigns that presented the game as being boiled down into that little formula, even when that's what it was. You can't break something down and document its components without rendering it somewhat passe'. I enjoy DM'ing 4e to some extent because it's fun to band monsters together and create devlish little synergies in their tactics. The problem is, the heroes are static in their synergies. You're going to see the same magic tricks from them over and over again. That's why 4e monsters lack immunities that they traditionally had before; zombies can now be charmed, ghosts now be hit any weapon, swarms can be knocked prone. You can't have characters mashing their hotkey and having the desired effect not occur on a successful hit. Of course, there's only so many times you can see the same magic trick before it loses its coolness. EDIT--This was the thread I referened: [url]http://www.enworld.org/forum/d-d-4th-edition-rules/238327-grindyness-d-d-4th-edition-combat-anyone-tried-solo-monster-yet.html[/url] [/QUOTE]
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