Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Is optimization on a common ground such as teamwork good for an rpg?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Gothmog" data-source="post: 4348132" data-attributes="member: 317"><p>I'm not sure I see the disconnect of what you're saying, and the way things have always been in D&D, or any RPG for that matter. Party members in D&D have always had distinct motivations and personalities, and had specific roles to fill. They work together as a team to overcome obstacles and enemies, but nothing prevents them from having their own agendas. </p><p></p><p>The cool thing about 4e is that each character now is a valued part of the team, rather than being relegated to a henchman when the casters get to high level. Clearer class distinctions let each class shine and be VERY good at what they do, but also be lacking in some areas. The wizard might be able to fry dozens of orcs at a time or change the way reality works for a short time with a ritual, but when he's got a chain devil breathing down his throat, he's screwed. Good thing the paladin is there to defend the wizard and use his holy abilities to deal radiant damage to the devil.</p><p></p><p>3e characters tended to become lone wolves, who could easily overcome any limitations of their class with multiclassing, feats, items, or buffs. To me, that was bad game design. I don't know how many times I saw characters copy abilities of each other, or the powers one character gained as they grew in power overshadowed others in the group in their specialty area! (Clerics with Divine Favor, GMW, Divine Power, Righteous Might, etc overshadowing fighters for example). That leads to competition within the group, and possibly hurt feelings- not something you want if you're trying to have fun with friends.</p><p></p><p>I've found that 4e actually encourages roleplaying more than previous versions of D&D, but for a subtle reason. Because tactics and teamwork are the focus of 4e rather than rules mastery, that the players tend to work better together as a team and come up with ideas as a group. That pulls people more into their roles as their characters and thinking as their characters, rather than distancing themselves from their roles and seeing their characters as simply numerical representations to milk every possible bonus out of their stats for optimal success. Its a subtle distinction to be sure, but its something I've noticed becoming more and more pronounced the more I've played and run 4e. 4e is less powergamer and optomizer friendly, but more party friendly, and to me that is a HUGE improvement. It doesn't preclude inviduals acting as distinct personalities, or having conflict among themselves- but it does make it harder to step on another party member's toes, which is good game design.</p></blockquote><p></p>
[QUOTE="Gothmog, post: 4348132, member: 317"] I'm not sure I see the disconnect of what you're saying, and the way things have always been in D&D, or any RPG for that matter. Party members in D&D have always had distinct motivations and personalities, and had specific roles to fill. They work together as a team to overcome obstacles and enemies, but nothing prevents them from having their own agendas. The cool thing about 4e is that each character now is a valued part of the team, rather than being relegated to a henchman when the casters get to high level. Clearer class distinctions let each class shine and be VERY good at what they do, but also be lacking in some areas. The wizard might be able to fry dozens of orcs at a time or change the way reality works for a short time with a ritual, but when he's got a chain devil breathing down his throat, he's screwed. Good thing the paladin is there to defend the wizard and use his holy abilities to deal radiant damage to the devil. 3e characters tended to become lone wolves, who could easily overcome any limitations of their class with multiclassing, feats, items, or buffs. To me, that was bad game design. I don't know how many times I saw characters copy abilities of each other, or the powers one character gained as they grew in power overshadowed others in the group in their specialty area! (Clerics with Divine Favor, GMW, Divine Power, Righteous Might, etc overshadowing fighters for example). That leads to competition within the group, and possibly hurt feelings- not something you want if you're trying to have fun with friends. I've found that 4e actually encourages roleplaying more than previous versions of D&D, but for a subtle reason. Because tactics and teamwork are the focus of 4e rather than rules mastery, that the players tend to work better together as a team and come up with ideas as a group. That pulls people more into their roles as their characters and thinking as their characters, rather than distancing themselves from their roles and seeing their characters as simply numerical representations to milk every possible bonus out of their stats for optimal success. Its a subtle distinction to be sure, but its something I've noticed becoming more and more pronounced the more I've played and run 4e. 4e is less powergamer and optomizer friendly, but more party friendly, and to me that is a HUGE improvement. It doesn't preclude inviduals acting as distinct personalities, or having conflict among themselves- but it does make it harder to step on another party member's toes, which is good game design. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Is optimization on a common ground such as teamwork good for an rpg?
Top