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Let's Talk About 4E On Its Own Terms [+]
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<blockquote data-quote="Red Castle" data-source="post: 9191421" data-attributes="member: 7040765"><p>I played a lot of adnd2 in the 90s, that’s the edition with which I learned about roleplay. Years later, I got tired of medieval fantasy so I started playing other rpgs, then came college and when 3e came out, I tried it a little, but nothing hooked me, so I skipped it. Fast forward to 2008. A friend of mine decide to make me try 4e… I didn’t even knew that there was a 4e. I decide to play a fighter, a good old fighter, nothing fancy. Then the first combat start, and wow! That’s when I realise that as a fighter, I’m not just swinging a sword! I have ‘powers’ too, I can force enemy to move, I can guard my friends and punish the enemies that ignore me. I have a role to play! I was hooked and went to buy the books so I could start my own campaign.</p><p></p><p>When teaching the game to other friends, I remember one of them was really turned off by the lack of skills. Only 17-18 versus the 100+ of 2e. He felt like suddenly there was no personnalisation, that every character would be able to do the same thing (thievery not limited to rogue !? ). I didn’t really tried 4e and came from the same background, so what I did was split each skills into 3 possible specialisations and you could choose to be better in one at the cost of another. It’s only when we really started playing that we appreciated the simplicity of having a low skill count. So we went back to playing as we should. No more specialisation. So simple!</p><p></p><p>Something similar happened when I was reading the Monster Manual… at first, I was a little disappointed that the monster lacked descriptions, that it was just a series of bullet point to give me a feel of the creatures. But nothing really to tell me how they behave, where they live… far from the 3-4 pages of descriptions from the 2nd edition monster manual. But then, it hit me. I can do what I want with these creatures, these are just suggestions. There is not a lot of lore that I must respect, that I must memorize… those creatures are what I want them to be, my own. It’s so simple!</p><p></p><p>Same went for the powers! At first I was surprised by the lack of description. Just one or two phrases to tell me what is a magic missle? A fireball? Where are the 3-4 paragraph that tells me how it looks, how it smells, what components I need? Then it hit me! It can look and smells and feels however the player want it to be! He can make those spells his own! It’s so simple!</p><p></p><p>And that’s what I love so much about 4e! It kept it simple so the DM and players can do what they want with it! It’s a giant tool box to tell your own story in a high fantasy world! And with each books came more tools to put in the box!</p></blockquote><p></p>
[QUOTE="Red Castle, post: 9191421, member: 7040765"] I played a lot of adnd2 in the 90s, that’s the edition with which I learned about roleplay. Years later, I got tired of medieval fantasy so I started playing other rpgs, then came college and when 3e came out, I tried it a little, but nothing hooked me, so I skipped it. Fast forward to 2008. A friend of mine decide to make me try 4e… I didn’t even knew that there was a 4e. I decide to play a fighter, a good old fighter, nothing fancy. Then the first combat start, and wow! That’s when I realise that as a fighter, I’m not just swinging a sword! I have ‘powers’ too, I can force enemy to move, I can guard my friends and punish the enemies that ignore me. I have a role to play! I was hooked and went to buy the books so I could start my own campaign. When teaching the game to other friends, I remember one of them was really turned off by the lack of skills. Only 17-18 versus the 100+ of 2e. He felt like suddenly there was no personnalisation, that every character would be able to do the same thing (thievery not limited to rogue !? ). I didn’t really tried 4e and came from the same background, so what I did was split each skills into 3 possible specialisations and you could choose to be better in one at the cost of another. It’s only when we really started playing that we appreciated the simplicity of having a low skill count. So we went back to playing as we should. No more specialisation. So simple! Something similar happened when I was reading the Monster Manual… at first, I was a little disappointed that the monster lacked descriptions, that it was just a series of bullet point to give me a feel of the creatures. But nothing really to tell me how they behave, where they live… far from the 3-4 pages of descriptions from the 2nd edition monster manual. But then, it hit me. I can do what I want with these creatures, these are just suggestions. There is not a lot of lore that I must respect, that I must memorize… those creatures are what I want them to be, my own. It’s so simple! Same went for the powers! At first I was surprised by the lack of description. Just one or two phrases to tell me what is a magic missle? A fireball? Where are the 3-4 paragraph that tells me how it looks, how it smells, what components I need? Then it hit me! It can look and smells and feels however the player want it to be! He can make those spells his own! It’s so simple! And that’s what I love so much about 4e! It kept it simple so the DM and players can do what they want with it! It’s a giant tool box to tell your own story in a high fantasy world! And with each books came more tools to put in the box! [/QUOTE]
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