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Long-Term Injury Fun?
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<blockquote data-quote="FireLance" data-source="post: 4106836" data-attributes="member: 3424"><p>I tend to use the "<a href="http://en.wikipedia.org/wiki/Higglytown_Heroes" target="_blank">Higglytown Heroes</a>" definition, which seems to boil down to: someone who has special skills, and uses them to help others. In my view, it is easier to achieve than the Alex Ross definition you mentioned (but does not rule it out), while still being able to prevent the game from becoming a "kill, loot, level up, rinse, repeat" treasure hunting or mercenary campaign.</p><p></p><p>While most of this is probably true, I don't see what this has to do with us, or with roleplaying. You don't need dice or rulebooks to do it. In fact, the dice and rulebooks sometimes get in the way because you can roll low, or the rules impose restrictions on what you can imagine yourself doing. </p><p></p><p>Well, I don't know about tackling serious questions, learning history and cartography, and improving social skills, but it looks like 4e will still support math, creative thinking, imagination and tactical decision-making, even if it does not support long-term injury or being crippled. </p><p></p><p>I'm not a big fan of the X-Files, so I don't feel the need to regard everything said by the scriptwriters as wisdom handed down from on high. I do think that you can learn about courage from D&D, but there's nothing in the game that requires you to learn about courage or heroism. It all depends on the DM, and based on the stories that I hear, the problem with some DMs is not so much that thay don't teach what heroism is, but that they teach that heroism is stupid at best, and suicidal at worst.</p><p></p><p>I agree that you should go do something else if you don't find your game interesting. I would also like to point out that "interesting" should be based on your point of view, and not anyone else's. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="FireLance, post: 4106836, member: 3424"] I tend to use the "[URL=http://en.wikipedia.org/wiki/Higglytown_Heroes]Higglytown Heroes[/URL]" definition, which seems to boil down to: someone who has special skills, and uses them to help others. In my view, it is easier to achieve than the Alex Ross definition you mentioned (but does not rule it out), while still being able to prevent the game from becoming a "kill, loot, level up, rinse, repeat" treasure hunting or mercenary campaign. While most of this is probably true, I don't see what this has to do with us, or with roleplaying. You don't need dice or rulebooks to do it. In fact, the dice and rulebooks sometimes get in the way because you can roll low, or the rules impose restrictions on what you can imagine yourself doing. Well, I don't know about tackling serious questions, learning history and cartography, and improving social skills, but it looks like 4e will still support math, creative thinking, imagination and tactical decision-making, even if it does not support long-term injury or being crippled. I'm not a big fan of the X-Files, so I don't feel the need to regard everything said by the scriptwriters as wisdom handed down from on high. I do think that you can learn about courage from D&D, but there's nothing in the game that requires you to learn about courage or heroism. It all depends on the DM, and based on the stories that I hear, the problem with some DMs is not so much that thay don't teach what heroism is, but that they teach that heroism is stupid at best, and suicidal at worst. I agree that you should go do something else if you don't find your game interesting. I would also like to point out that "interesting" should be based on your point of view, and not anyone else's. ;) [/QUOTE]
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