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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Just played my first 4E game
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<blockquote data-quote="AllisterH" data-source="post: 4380438" data-attributes="member: 51325"><p>re: Encounter powers</p><p>I'm almost positive I've seen a post from Mearls mentioning why the encounter system doesn't have a recharge mechanic a la ToB.</p><p> </p><p>Something about not wanting to have a subgame of "do I recharge or not this round".</p><p> </p><p>The funny thing is I've always seen the TRIP schtick of constantly doing it as pure "Fighting Game" videogame schtick. I mean, when some Ryu scrub releases Hadoken constantly for the whole match, that to me reminded me so much of the Improved Trip mechanic.</p><p> </p><p>Even then, the Improved Trip was worse in that at least in a videogame, even the bloody computer would figure out in the same match how to get around the hadokens. Not so with Improved Trip.</p><p> </p><p>re: Non-combat focus</p><p>Craft in 3.x only told you how long it took to build something whereas Profession told you how much money you got a week. I'm not sure where the BOOKS themselves encourage "roleplaying" with these skills.</p><p> </p><p>This is DMs going beyond the scope of the actual rules which is admirable but doesn't say anything about the rules themselves.</p><p> </p><p>As an aside, even with broken skill challenges, the 4E DMG still provides more advice, information on how to handle non-combat encounters. I have both the 2E DMG and the 3.0 DMG and I know there's more in the 4E DMG than both of those books combined with dealing with non-combat encounters.</p><p> </p><p>The previous DMGs were much better WORLD simulator guides IMO, especially the 1e and 3e DMG (the 2E DMG was sad, but ironically, the 2E World Builder's Guidebook is still better than ANYTHING TSR produced in 1E or WOTC produced in 3.x for worldbuilding advice. I personally use that more than even the DMGs)</p></blockquote><p></p>
[QUOTE="AllisterH, post: 4380438, member: 51325"] re: Encounter powers I'm almost positive I've seen a post from Mearls mentioning why the encounter system doesn't have a recharge mechanic a la ToB. Something about not wanting to have a subgame of "do I recharge or not this round". The funny thing is I've always seen the TRIP schtick of constantly doing it as pure "Fighting Game" videogame schtick. I mean, when some Ryu scrub releases Hadoken constantly for the whole match, that to me reminded me so much of the Improved Trip mechanic. Even then, the Improved Trip was worse in that at least in a videogame, even the bloody computer would figure out in the same match how to get around the hadokens. Not so with Improved Trip. re: Non-combat focus Craft in 3.x only told you how long it took to build something whereas Profession told you how much money you got a week. I'm not sure where the BOOKS themselves encourage "roleplaying" with these skills. This is DMs going beyond the scope of the actual rules which is admirable but doesn't say anything about the rules themselves. As an aside, even with broken skill challenges, the 4E DMG still provides more advice, information on how to handle non-combat encounters. I have both the 2E DMG and the 3.0 DMG and I know there's more in the 4E DMG than both of those books combined with dealing with non-combat encounters. The previous DMGs were much better WORLD simulator guides IMO, especially the 1e and 3e DMG (the 2E DMG was sad, but ironically, the 2E World Builder's Guidebook is still better than ANYTHING TSR produced in 1E or WOTC produced in 3.x for worldbuilding advice. I personally use that more than even the DMGs) [/QUOTE]
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Just played my first 4E game
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