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Into The Fire!--Contrasting Analysis of 4E and 3.5E
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<blockquote data-quote="mmadsen" data-source="post: 4584780" data-attributes="member: 1645"><p>(First, let me just say, <em>SHARK!</em> OK, now that that's out of the way...)</p><p></p><p>I think that 4E has elements you'll like (maybe even love) and elements you won't like (and maybe even hate).</p><p></p><p>First and foremost, 4E follows an entirely different philosophy from 3E, which had a fairly Rolemaster-like philosophy -- that is, the 3E rules tried to model or simulate the game world, with a nod toward keeping the game fun and balanced. With 4E the designers are clearly aiming to make a fun tactical board game, where each player gets to make interesting choices on each turn of every combat, with a nod toward simulating fantasy combat.</p><p></p><p>So, as Firelance pointed out, you end up with Fighters able to force their opponents to move. How? By using the power listed on their character sheet. How <em>in the game world</em>? However the <em>player</em> decides.</p><p></p><p>That might be a total non-issue for you, or it might completely ruin your suspension of disbelief. (I personally love the notion of "martial exploits" making Fighters interesting, but I hate the notion of once-per-day powers with no in-game rationale.)</p><p></p><p>This philosophical difference shows up in monster stats, too, where you no longer try to derive how a monster got certain stats -- "Hmm, he's a veteran Uruk-hai soldier, so let's say he's a 4th-level Hobgoblin Fighter, wearing, hmm, let's call it a breast plate, and..." Instead, you look at how challenging the encounter should be, and you pick whatever stats seem to fit: "Hmm, the PCs are 4th-level, so lets give these five Uruk-hai <em>these</em> stats..." That might liberate you or drive you crazy.</p><p></p><p>Also, although the combat rules are quite involved, if only because there are so many powers involved, the game is a bit like old-school D&D, in that anything outside of combat is pretty much up to DM fiat. So you don't allocate precious skill points to "soft" skills, like knowing who the local lords and ladies are, etc. This too can either liberate you or drive you crazy.</p></blockquote><p></p>
[QUOTE="mmadsen, post: 4584780, member: 1645"] (First, let me just say, [i]SHARK![/i] OK, now that that's out of the way...) I think that 4E has elements you'll like (maybe even love) and elements you won't like (and maybe even hate). First and foremost, 4E follows an entirely different philosophy from 3E, which had a fairly Rolemaster-like philosophy -- that is, the 3E rules tried to model or simulate the game world, with a nod toward keeping the game fun and balanced. With 4E the designers are clearly aiming to make a fun tactical board game, where each player gets to make interesting choices on each turn of every combat, with a nod toward simulating fantasy combat. So, as Firelance pointed out, you end up with Fighters able to force their opponents to move. How? By using the power listed on their character sheet. How [i]in the game world[/i]? However the [i]player[/i] decides. That might be a total non-issue for you, or it might completely ruin your suspension of disbelief. (I personally love the notion of "martial exploits" making Fighters interesting, but I hate the notion of once-per-day powers with no in-game rationale.) This philosophical difference shows up in monster stats, too, where you no longer try to derive how a monster got certain stats -- "Hmm, he's a veteran Uruk-hai soldier, so let's say he's a 4th-level Hobgoblin Fighter, wearing, hmm, let's call it a breast plate, and..." Instead, you look at how challenging the encounter should be, and you pick whatever stats seem to fit: "Hmm, the PCs are 4th-level, so lets give these five Uruk-hai [i]these[/i] stats..." That might liberate you or drive you crazy. Also, although the combat rules are quite involved, if only because there are so many powers involved, the game is a bit like old-school D&D, in that anything outside of combat is pretty much up to DM fiat. So you don't allocate precious skill points to "soft" skills, like knowing who the local lords and ladies are, etc. This too can either liberate you or drive you crazy. [/QUOTE]
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