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Mearls' "Stop, Thief!" Article
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<blockquote data-quote="AbdulAlhazred" data-source="post: 5576048" data-attributes="member: 82106"><p>Yeah, exactly. After 14 years of AD&D play in basically the same group you can bet that every scenario was deadly as heck and the players were always working to get past most of them. Same with 4e, you can dial it up to 11 if you want, and sure enough the 14 STR fighter will probably be sorely pressed, or you can play at what I believe is really more the default value for the game and people can build mostly whatever they want as long as it isn't obviously completely ridiculous like the 8 STR fighter. Again, no different from other editions.</p><p></p><p>All I think that does though is validate the point, the game wasn't designed to foster only extreme tactical play. In fact the standard guidelines for encounter difficulty distribution don't particularly lead to a setup where the combats are all so deadly that you need to optimize or even think about optimizing to a higher degree than would make sense to your average guy who relies on his sword to stay alive but also relies on other tricks when they're appropriate too, or has other dimensions to the character that don't contribute much/any to combat and require a resource or two to implement.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 5576048, member: 82106"] Yeah, exactly. After 14 years of AD&D play in basically the same group you can bet that every scenario was deadly as heck and the players were always working to get past most of them. Same with 4e, you can dial it up to 11 if you want, and sure enough the 14 STR fighter will probably be sorely pressed, or you can play at what I believe is really more the default value for the game and people can build mostly whatever they want as long as it isn't obviously completely ridiculous like the 8 STR fighter. Again, no different from other editions. All I think that does though is validate the point, the game wasn't designed to foster only extreme tactical play. In fact the standard guidelines for encounter difficulty distribution don't particularly lead to a setup where the combats are all so deadly that you need to optimize or even think about optimizing to a higher degree than would make sense to your average guy who relies on his sword to stay alive but also relies on other tricks when they're appropriate too, or has other dimensions to the character that don't contribute much/any to combat and require a resource or two to implement. [/QUOTE]
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Mearls' "Stop, Thief!" Article
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