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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="Etheric" data-source="post: 4384043" data-attributes="member: 73707"><p>I think the last point is key between the like and disklike of 4E. Clear class balance and role distribution is not something that was necessarily in 3E. I agree it is in 4E, and if that is what you really want then 4E is clearly for you. </p><p></p><p>There is a tradeoff between flexability and balance. The more flexable you make the system the harder it is to balance. It is clear that balance was one of the most important goals of 4E, this had some clear penalties in terms of flexability.</p><p></p><p>To go back to computer games in particular MMORPGs clear class balance and role distribution is a primary design goal for them too. In 3E there was a big emphasis on flexability. That gave some real balance problems. In 4E (and MMORPGs) there is a huge emphasis on balance, which gives some flexability problems. Given that one of the primary design goals has changed to be the same as MMORPGs it is not suprising it feels more like a computer game to some people.</p><p></p><p>Rigid balance between the classes is not that important to some people (you are on the same team after all), and the extra flexability of modelling things on a "real world" basis, even if it does not completely balance appeals to me in particular. In the powers section there are too many things that feel arbatry. The powers have benefits and restrictions based on balance rather than beleivable reality. Great if you can stretch your imagination far enough to suspend disbeleif, but you have to admit it is harder than for previous versions. It just comes across as more of a game rather than a set of rules for simulating a fantasy world.</p></blockquote><p></p>
[QUOTE="Etheric, post: 4384043, member: 73707"] I think the last point is key between the like and disklike of 4E. Clear class balance and role distribution is not something that was necessarily in 3E. I agree it is in 4E, and if that is what you really want then 4E is clearly for you. There is a tradeoff between flexability and balance. The more flexable you make the system the harder it is to balance. It is clear that balance was one of the most important goals of 4E, this had some clear penalties in terms of flexability. To go back to computer games in particular MMORPGs clear class balance and role distribution is a primary design goal for them too. In 3E there was a big emphasis on flexability. That gave some real balance problems. In 4E (and MMORPGs) there is a huge emphasis on balance, which gives some flexability problems. Given that one of the primary design goals has changed to be the same as MMORPGs it is not suprising it feels more like a computer game to some people. Rigid balance between the classes is not that important to some people (you are on the same team after all), and the extra flexability of modelling things on a "real world" basis, even if it does not completely balance appeals to me in particular. In the powers section there are too many things that feel arbatry. The powers have benefits and restrictions based on balance rather than beleivable reality. Great if you can stretch your imagination far enough to suspend disbeleif, but you have to admit it is harder than for previous versions. It just comes across as more of a game rather than a set of rules for simulating a fantasy world. [/QUOTE]
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D&D Older Editions, OSR, & D&D Variants
Just played my first 4E game
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