cignus_pfaccari
First Post
Derren said:The concept of roles might have existed for longer, but 4E is the first time where the PCs are forced into specific roles while you still had a choice in previous editions.
You're not forced into a specific role. No one's saying that the wizard isn't allowed to be on the front lines. You are advised to play to your class's strengths, which is something that you've been supposed to do for the last three editions as well.
2. Likewise the abilities of a class heavily restrict what a class can be good at and where not.. Want to play an archer? Then you must take the ranger as your fist class as only this class has powerful abilities with the bow.
Correct...but remember, this isn't any different from 3/3.5. A magic-using fighter was very difficult to pull off well without torturous multiclassing. If you want to refer to the ranger as an archer, then you can.
3. NPCs have a reduced statblock containing only the combat information that shows what they are supposed to be used for.
SFAICT, this is because most NPCs only exist for combat purposes. There's really no point to figuring out kobold # 12's score in Craft (Basketweaving) if he's going to stop an arrow in the third round of combat. The DMs for my group have been running many combat NPCs with even less information (AC, saves, attack/damage, HP).
Actually important NPCs will likely be statted up. But why spend time on something you don't need?
4. The at Will abilities are strictly better than basic attacks, so there is no reason not to use them every turn (except when you use your daily or encounter power). Other combat manouvers have been nerfed (grapple)
I don't quite get the point here. Having more interesting things to do than swing over and over is, IMNAAHO, a Good Thing. If the caster can toss a Fireball or a Flamestrike, why is the fighter left swinging in the same old way?
5. The default world is still a medieval one with magic added at a afterthought. The society in this world does not take the existance of magic, heroes or the general "physics" of the game into account (3E did this too). Also there are very big logical problems when the PoL is used as presented by WotC.
As did 2E, and 1E, and I imagine BECMI. Note that Eberron was developed with the existence of magic in mind, though.
6. PCs get loads of abilities the default NPCs do not have which includes things like Second Wind or even their racial abilities. It has also been confirmed by WotC that the stats NPCs (monsters) are not "build" like the stats of the PC stats were but instead assigned by level & role. That means there is a huge difference between PCs and NPCs.
See my response to 3. Many monsters are similar to each other, so there's no real reason to add needless complexity and half-page stat blocks that you're not going to use.
While D&D and MMO are still different mediums you can see that 4E borrows a lot of its concepts, certainly more than 3E did, from computer games.
So...how do you demonstrate that these come from computer games? I'm really not getting this at all.
And even if they do...so? Good design is good design, no matter what source it's from.
Brad