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<blockquote data-quote="smathis" data-source="post: 4257349" data-attributes="member: 56465"><p>The classes appear to be better balanced in 4e and also appear to fill certain niches in combat (which, let's face it, has always been D&D's flagship for conflict resolution).</p><p></p><p>I think 4e handles the problem of "the table I'm playing with" because it puts us all on the <em>same</em> table to begin with. I frequently discussed a campaign with a DM beforehand to get an idea what sort of characters would be appropriate, how the group interacted, etc. I heard all sorts of stuff about story, roleplay, epic, heroes, yadda, yadda.</p><p></p><p>Only to find the same, old familiar twinks with bat-wings, breath weapons and swords that could fly.</p><p></p><p><em>Everytime</em> this happened I found out about the group's playstyle after the character had been statted up. Call it my fault, call it the DM's fault, call it the groups fault but this was less of an issue in previous versions of D&D (at least as long as the 2e kits were kept reasonably within limits).</p><p></p><p>Maybe that is due to limiting options. But I think it's due to a more focused design. 3e's a good game. I've said it before and I stand by that.</p><p></p><p>But I think 4e is more designed with a specific play experience in mind.</p><p></p><p>I like that because I don't have to wonder what the <em>next</em> group will be like. My Rogue will do his Rogue stuff from one table to the next and I just don't have to worry about it.</p><p></p><p></p><p></p><p></p><p>C'mon. You don't see how the whole "cross-class" skill buy rate in 3e contributed to this? Granted 4e may end-around this by out-and-out forbidding those kind of buys -- I don't know I don't have the books yet.</p><p></p><p>But you don't at least <em>see</em> where rules contribute some to this interpretation of play. It's not like I'm talking about one isolated group of guys. </p><p></p><p>This is a style of play in 3e that emerged spontaneously in many different regions. I'd wager I'm not the only person to have experienced it myself.</p><p></p><p>Granted it existed prior to 3e in D&D and many other systems. But you don't see how 3e itself played some part in players leaving "well-rounded" PCs behind for twinked-out mega-warriors of doom and mayhem?</p><p></p><p>I mean, Dragon used to have articles about this stuff. Monk teleport, anyone?</p></blockquote><p></p>
[QUOTE="smathis, post: 4257349, member: 56465"] The classes appear to be better balanced in 4e and also appear to fill certain niches in combat (which, let's face it, has always been D&D's flagship for conflict resolution). I think 4e handles the problem of "the table I'm playing with" because it puts us all on the [i]same[/i] table to begin with. I frequently discussed a campaign with a DM beforehand to get an idea what sort of characters would be appropriate, how the group interacted, etc. I heard all sorts of stuff about story, roleplay, epic, heroes, yadda, yadda. Only to find the same, old familiar twinks with bat-wings, breath weapons and swords that could fly. [i]Everytime[/i] this happened I found out about the group's playstyle after the character had been statted up. Call it my fault, call it the DM's fault, call it the groups fault but this was less of an issue in previous versions of D&D (at least as long as the 2e kits were kept reasonably within limits). Maybe that is due to limiting options. But I think it's due to a more focused design. 3e's a good game. I've said it before and I stand by that. But I think 4e is more designed with a specific play experience in mind. I like that because I don't have to wonder what the [i]next[/i] group will be like. My Rogue will do his Rogue stuff from one table to the next and I just don't have to worry about it. C'mon. You don't see how the whole "cross-class" skill buy rate in 3e contributed to this? Granted 4e may end-around this by out-and-out forbidding those kind of buys -- I don't know I don't have the books yet. But you don't at least [i]see[/i] where rules contribute some to this interpretation of play. It's not like I'm talking about one isolated group of guys. This is a style of play in 3e that emerged spontaneously in many different regions. I'd wager I'm not the only person to have experienced it myself. Granted it existed prior to 3e in D&D and many other systems. But you don't see how 3e itself played some part in players leaving "well-rounded" PCs behind for twinked-out mega-warriors of doom and mayhem? I mean, Dragon used to have articles about this stuff. Monk teleport, anyone? [/QUOTE]
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