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<blockquote data-quote="Mercule" data-source="post: 4077921" data-attributes="member: 5100"><p>Strange. I had a conversation with my group recently about my frustrations GMing 3e. One of the big ones is that 3e is very, very poorly suited to any character-driven storyline or one that doesn't put most of the burden of improvement on combat. I see nothing to indicate that 4e has made this any more true. If anything, it's only just stopped pretending, though, I doubt even that.</p><p></p><p>Honestly, I'm a bit excited about the possibility for roleplaying in 4e. It's been explicitly stated, more than once, that we'll be getting some sort of resolution mechanics for non-combat challenges that give structure to negotiations, traps, and even library research; taking each of these beyond a single die roll. That's awesome -- in 3e, my options were threefold: 1) meta-game and let the players use their abilities/knowledge rather that that of their characters, 2) use a single roll against a set DC and have the negotiation with the king/attaining access to the ancient library/etc. be anti-climactic, or 3) GM fiat lots and lots of stuff. How does 4e make any of those worse?</p><p></p><p>I do agree with you, somewhat, about healing and injury. Then again, I can't remember <u>ever</u> having permanent effects from injury in D&D, unless the group was using house/supplemental rules. The only thing that happened is that you marked off some time and checked for wandering monsters. 4e just has fewer rolls and ticky marks.</p></blockquote><p></p>
[QUOTE="Mercule, post: 4077921, member: 5100"] Strange. I had a conversation with my group recently about my frustrations GMing 3e. One of the big ones is that 3e is very, very poorly suited to any character-driven storyline or one that doesn't put most of the burden of improvement on combat. I see nothing to indicate that 4e has made this any more true. If anything, it's only just stopped pretending, though, I doubt even that. Honestly, I'm a bit excited about the possibility for roleplaying in 4e. It's been explicitly stated, more than once, that we'll be getting some sort of resolution mechanics for non-combat challenges that give structure to negotiations, traps, and even library research; taking each of these beyond a single die roll. That's awesome -- in 3e, my options were threefold: 1) meta-game and let the players use their abilities/knowledge rather that that of their characters, 2) use a single roll against a set DC and have the negotiation with the king/attaining access to the ancient library/etc. be anti-climactic, or 3) GM fiat lots and lots of stuff. How does 4e make any of those worse? I do agree with you, somewhat, about healing and injury. Then again, I can't remember [u]ever[/u] having permanent effects from injury in D&D, unless the group was using house/supplemental rules. The only thing that happened is that you marked off some time and checked for wandering monsters. 4e just has fewer rolls and ticky marks. [/QUOTE]
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