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<blockquote data-quote="Ulthwithian" data-source="post: 4078067" data-attributes="member: 60612"><p>Well, for those using the DDXP information to infer a lack of role-playing options in 4E...</p><p></p><p>Since we know that we're not seeing everything in 4E, why are you assuming that the characters we have seen are the sum total of what's available? I mean, if the dungeon delves are pure combat encounters, then giving all kinds of information on non-combat options in this sort of environment is counterproductive.</p><p></p><p>Also, consider what happens if you create non-combat Powers. (IOW, you use the Power system in non-combat situations the same as for combat situations.) No matter how you implement this, you violate one of the core mechanical issues of 4E. If you mandate that you get one pool of powers, and these must be split between combat and non-combat powers, then you achieve a number of options:</p><p></p><p>1) Pro: People can choose to specialize between combat and non-combat.</p><p>2) Con: Should someone wish to specialize in one of the two, they are left doing very little in the other. (Violates 'everyone doing something every round')</p><p>3) Con: Even if you don't specialize, you will have so fewer options on a round-by-round basis that you 'do the same thing every round' (Violates 'choices matter')</p><p></p><p>Now, on the other hand, you could create a side-by-side system. The drawbacks are lower here, but you still have some:</p><p></p><p>1) Everyone has equal access to combat and non-combat powers, per class. (IOW, no specialization)</p><p>2) More options can lead to more confusion.</p><p></p><p>There is always the 'works in both' power option. Cause Fear, out of combat, allows for a substantial bonus to Intimidation checks, etc. However, you then still need some sort of 'round-by-round' framework for social encounters that many people find stultifying in the extreme.</p><p></p><p>And then there is the option that apparently WotC took, which is that different systems in game handle combat and noncombat situations.</p></blockquote><p></p>
[QUOTE="Ulthwithian, post: 4078067, member: 60612"] Well, for those using the DDXP information to infer a lack of role-playing options in 4E... Since we know that we're not seeing everything in 4E, why are you assuming that the characters we have seen are the sum total of what's available? I mean, if the dungeon delves are pure combat encounters, then giving all kinds of information on non-combat options in this sort of environment is counterproductive. Also, consider what happens if you create non-combat Powers. (IOW, you use the Power system in non-combat situations the same as for combat situations.) No matter how you implement this, you violate one of the core mechanical issues of 4E. If you mandate that you get one pool of powers, and these must be split between combat and non-combat powers, then you achieve a number of options: 1) Pro: People can choose to specialize between combat and non-combat. 2) Con: Should someone wish to specialize in one of the two, they are left doing very little in the other. (Violates 'everyone doing something every round') 3) Con: Even if you don't specialize, you will have so fewer options on a round-by-round basis that you 'do the same thing every round' (Violates 'choices matter') Now, on the other hand, you could create a side-by-side system. The drawbacks are lower here, but you still have some: 1) Everyone has equal access to combat and non-combat powers, per class. (IOW, no specialization) 2) More options can lead to more confusion. There is always the 'works in both' power option. Cause Fear, out of combat, allows for a substantial bonus to Intimidation checks, etc. However, you then still need some sort of 'round-by-round' framework for social encounters that many people find stultifying in the extreme. And then there is the option that apparently WotC took, which is that different systems in game handle combat and noncombat situations. [/QUOTE]
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