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Is it DnD, or MtG? (General Griping)
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<blockquote data-quote="UniversalMonster" data-source="post: 1870896" data-attributes="member: 1034"><p>You know what I think this is? </p><p></p><p>Honest: the idea that the new D&D versions is like M:Tg all comes back to one thing. </p><p></p><p>With the new D&D, you can be good at it. No previous RPG had this quality. Previously- in D&D as in many other games: you could be a good player in the sense of being inventive or a good roleplayer or well-behaved. or know the rules really well. </p><p></p><p>But as far as being good at the game? There aren't any winners and there was very little point at being good at them anyhow. </p><p></p><p>In the new D&D, thats no longer true. You can be good at the game. You can research your options and build your character to be death-dealing beyond others. You can pick up just the right items to combo with your abilities and cover your weak spots. </p><p></p><p>Then when you play, you can play tactics. You can use formations and cover, special weapons, strike from a distance, take out closing enemies with </p><p>attacks of opportunities, leverage off of skills and 'aid other's to put together an offense like a trained SEAL team. </p><p></p><p>Conversely, you can also suck at this, when the GM whips out his team of kobolds with a few levels of warrior and the combat reflexes feat, striking from cover and then sallying forth. If you don't have the skills, you will get cut to pieces, even if you are above the CR of the adversary. </p><p></p><p>It used to be two guys standing toe to toe marking off hit points in turns. All you needed to win was more hit points, or possibly a higher armor class. Tactics consisted of striding to the center of the room to begin the slugfest. The only possible factor in a win or lose situation was if someone failed a roll. </p><p></p><p>Now, the rolls of the dice are important, but it's what your character actually does that matters in a battle. </p><p></p><p>I can see why people would dislike the new way of doing things, but I know why I prefer it.</p></blockquote><p></p>
[QUOTE="UniversalMonster, post: 1870896, member: 1034"] You know what I think this is? Honest: the idea that the new D&D versions is like M:Tg all comes back to one thing. With the new D&D, you can be good at it. No previous RPG had this quality. Previously- in D&D as in many other games: you could be a good player in the sense of being inventive or a good roleplayer or well-behaved. or know the rules really well. But as far as being good at the game? There aren't any winners and there was very little point at being good at them anyhow. In the new D&D, thats no longer true. You can be good at the game. You can research your options and build your character to be death-dealing beyond others. You can pick up just the right items to combo with your abilities and cover your weak spots. Then when you play, you can play tactics. You can use formations and cover, special weapons, strike from a distance, take out closing enemies with attacks of opportunities, leverage off of skills and 'aid other's to put together an offense like a trained SEAL team. Conversely, you can also suck at this, when the GM whips out his team of kobolds with a few levels of warrior and the combat reflexes feat, striking from cover and then sallying forth. If you don't have the skills, you will get cut to pieces, even if you are above the CR of the adversary. It used to be two guys standing toe to toe marking off hit points in turns. All you needed to win was more hit points, or possibly a higher armor class. Tactics consisted of striding to the center of the room to begin the slugfest. The only possible factor in a win or lose situation was if someone failed a roll. Now, the rolls of the dice are important, but it's what your character actually does that matters in a battle. I can see why people would dislike the new way of doing things, but I know why I prefer it. [/QUOTE]
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