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I'll say one thing for 4E... It is more accessible.
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<blockquote data-quote="Lizard" data-source="post: 4286976" data-attributes="member: 1054"><p>I'm going to need to generate a few and see.</p><p></p><p>To be fair, my friend's comments were based on what he *remembered* from reading my copy of the rules during downtime at our last gaming session. The scary thing is, that brief reading left him with a hell of a lot of accurate facts -- he basically memorized the Warlord section on a single read through. He was quoting page numbers from the PHB despite not owning it -- nor does he have the illegal downloads. </p><p></p><p>So it may be when he sees all the rules in full context, he'll be able to find the combinations and options he desires. Right now, though, all he sees is the 'builds' and the perception any character which flaunts them is going to be seriously gimped -- and, more importantly to him, two warlords (or whatever) of the same level are going to be virtually identical (or so he thinks), that there's no way to really make your character unique, and that's what matters most to him, in play -- mechanical uniqueness. He wants to either do something no one else can do, or do one thing really, really, well, even if it means being weak in several other areas. 4e is designed to make it hard to achieve either of these goals, or so it seems. There's a lot of ability overlap between classes and roles, and it's almost impossible to 'stack' options to get a killer bonus on one particular skill/trick/concept.</p><p></p><p>Accessibility is good. My favorite "teaching game" for new gamers is WEG's D6 Star Wars. You can create a new character in minutes -- pick a template, change a small number of skills, and boom, you're done. The characters are iconic and the number of choices for new players is just enough that they feel they're going more than picking the little dog or the little hat. (Cadfan: Now Lizard is claiming 4e is Monopoly! Is there no END to his perfidious LIES?) For experienced players, though, you can skip the templates entirely and build an effective character totally from scratch, one which is perfectly balanced with the template builds.</p><p></p><p>I see where 4e is giving us the templates. (Cadfan: NOW he's claiming 4e is Star Wars! Can he not pick one lie and stick to it?) What I can't see -- yet -- is where 4e gives us the "roll your own" ability. I welcome the chance to be educated.</p></blockquote><p></p>
[QUOTE="Lizard, post: 4286976, member: 1054"] I'm going to need to generate a few and see. To be fair, my friend's comments were based on what he *remembered* from reading my copy of the rules during downtime at our last gaming session. The scary thing is, that brief reading left him with a hell of a lot of accurate facts -- he basically memorized the Warlord section on a single read through. He was quoting page numbers from the PHB despite not owning it -- nor does he have the illegal downloads. So it may be when he sees all the rules in full context, he'll be able to find the combinations and options he desires. Right now, though, all he sees is the 'builds' and the perception any character which flaunts them is going to be seriously gimped -- and, more importantly to him, two warlords (or whatever) of the same level are going to be virtually identical (or so he thinks), that there's no way to really make your character unique, and that's what matters most to him, in play -- mechanical uniqueness. He wants to either do something no one else can do, or do one thing really, really, well, even if it means being weak in several other areas. 4e is designed to make it hard to achieve either of these goals, or so it seems. There's a lot of ability overlap between classes and roles, and it's almost impossible to 'stack' options to get a killer bonus on one particular skill/trick/concept. Accessibility is good. My favorite "teaching game" for new gamers is WEG's D6 Star Wars. You can create a new character in minutes -- pick a template, change a small number of skills, and boom, you're done. The characters are iconic and the number of choices for new players is just enough that they feel they're going more than picking the little dog or the little hat. (Cadfan: Now Lizard is claiming 4e is Monopoly! Is there no END to his perfidious LIES?) For experienced players, though, you can skip the templates entirely and build an effective character totally from scratch, one which is perfectly balanced with the template builds. I see where 4e is giving us the templates. (Cadfan: NOW he's claiming 4e is Star Wars! Can he not pick one lie and stick to it?) What I can't see -- yet -- is where 4e gives us the "roll your own" ability. I welcome the chance to be educated. [/QUOTE]
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I'll say one thing for 4E... It is more accessible.
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