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<blockquote data-quote="Snapdragyn" data-source="post: 4076486" data-attributes="member: 12432"><p>This is my concern as well. I've seen something very like this in an MMO I play, EQ, in the transition from the first version of it (spellcasters cast spells, melee just hit things) to the second version (spellcasters cast spells, melee use 'combat arts' - which are basically just spells for melee). Where playing different classes was very different before, now I find them very similar in mechanics (though differing in role) - to the point that I even map my key functions pretty close to the same on each character (numpad 8 to start a special maneuver, numpad 5 to advance it, numpad 2 to finish it, numpad 4 for a damage attack usually combined with a stun or stifle effect). EVERY alt I play from numerous classes has this same set up, different spells or CAs but nearly the same functionality mapped to the same key. Sometimes I even forget which class I'm playing because... it doesn't much matter (hit 8, hit 5, hit 2, hit 4, hit...).</p><p></p><p>I look at the powers for 4e & see... 8 spellcasters. Sure, the names of the powers are different - 'spells' vs. 'prayers' vs. 'exploits'. Spells require an implement in your hand; prayers require a weapon or focus in your hand; exploits usually require a weapon in your hand... same, same, same. Class skills are different - but there are so few skills now that I'm not sure how much that will matter, & you're either fully trained for your entire career or not trained at all - no fine-tuning of small skills, no going just far enough for a synergy bonus & then shifting your skill points in future levels to other places. The roles are different - at least, to the extent that there are 4 of them, anyway. Exactly 4, never a character who puts things together in such a way as to grow beyond the predesigned roles & into something unique, from what little we've seen about multiclassing - 'fighter w/ rogue topping' indeed. As much as the glut of 3.5e sourcebooks has made character creation a massive undertaking, it does allow for some truly interesting characters who can do really unique things (hmm, let's put together a bit of this with a dash of that & a pinch of... WHOA who'd have thought THAT would work! Woo-hoo!). Now it's just... bland, frankly, IMO.</p><p></p><p>I was the only one in my gaming groups excited about 4e, & I've been eagerly reading everything we've seen for months. I've had the PHB pre-ordered, but... I don't know now. I'm not really sure this is the game I want to play. I may have to just wish good gaming to those to whom it appeals, & wander off into the misty grognardine hills. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f641.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":(" title="Frown :(" data-smilie="3"data-shortname=":(" /></p><p></p><p>*utters a forlorn wavering call as the mists envelope him*</p></blockquote><p></p>
[QUOTE="Snapdragyn, post: 4076486, member: 12432"] This is my concern as well. I've seen something very like this in an MMO I play, EQ, in the transition from the first version of it (spellcasters cast spells, melee just hit things) to the second version (spellcasters cast spells, melee use 'combat arts' - which are basically just spells for melee). Where playing different classes was very different before, now I find them very similar in mechanics (though differing in role) - to the point that I even map my key functions pretty close to the same on each character (numpad 8 to start a special maneuver, numpad 5 to advance it, numpad 2 to finish it, numpad 4 for a damage attack usually combined with a stun or stifle effect). EVERY alt I play from numerous classes has this same set up, different spells or CAs but nearly the same functionality mapped to the same key. Sometimes I even forget which class I'm playing because... it doesn't much matter (hit 8, hit 5, hit 2, hit 4, hit...). I look at the powers for 4e & see... 8 spellcasters. Sure, the names of the powers are different - 'spells' vs. 'prayers' vs. 'exploits'. Spells require an implement in your hand; prayers require a weapon or focus in your hand; exploits usually require a weapon in your hand... same, same, same. Class skills are different - but there are so few skills now that I'm not sure how much that will matter, & you're either fully trained for your entire career or not trained at all - no fine-tuning of small skills, no going just far enough for a synergy bonus & then shifting your skill points in future levels to other places. The roles are different - at least, to the extent that there are 4 of them, anyway. Exactly 4, never a character who puts things together in such a way as to grow beyond the predesigned roles & into something unique, from what little we've seen about multiclassing - 'fighter w/ rogue topping' indeed. As much as the glut of 3.5e sourcebooks has made character creation a massive undertaking, it does allow for some truly interesting characters who can do really unique things (hmm, let's put together a bit of this with a dash of that & a pinch of... WHOA who'd have thought THAT would work! Woo-hoo!). Now it's just... bland, frankly, IMO. I was the only one in my gaming groups excited about 4e, & I've been eagerly reading everything we've seen for months. I've had the PHB pre-ordered, but... I don't know now. I'm not really sure this is the game I want to play. I may have to just wish good gaming to those to whom it appeals, & wander off into the misty grognardine hills. :( *utters a forlorn wavering call as the mists envelope him* [/QUOTE]
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