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Community
General Tabletop Discussion
*TTRPGs General
Older Editions and "Balance" when compared to 3.5
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<blockquote data-quote="awesomeocalypse" data-source="post: 5325551" data-attributes="member: 85641"><p>This from a few pages back.</p><p></p><p>Its worth noting that 4e actually *does* deal with this. Traps in 4e are no longer the sole domain of the rogue which involve him rolling through a minigame while the rest of the party twiddles their thumbs. They are either:</p><p></p><p>Skill challenges, which require multiple players to contribute. For example, the party stumbles across an ancient dwarven trap which, through a combination of ingenious design and magic, causes the room to shrink in around the party,eventually crushing them like a trash compactor if it isn't stopped. Thievery can disable the mundane mechanisms, Arcana can disable the spells, and Athletics allows one to literally hold the walls in place. History (of the dwarves at the time) and Dungeoneering are secondary skills which can help the people using thievery and arcana by offering insight into what they are facing. So the rogue gets to work messing with the device, while the wizard does the same with spells, the fighter holds the ceiling in place long enough to keep it from crushing them while the others work, and the Cleric offers advice to the rogue and wizard based on his knowledge of the trap creators or dungeon.</p><p></p><p>or</p><p></p><p>They are components of combat. For example, there is a device pumping poison gas into the room, being guarded by a bunch of monsters immune to poison. The rogue is the only one who can disable it, but doing so will leave him helpless to the monsters, so the rest of the party must work to defend him.</p><p></p><p></p><p>In other words, 4e specifically <em>avoids</em> the sort of imbalance called out in the point above. It isn't a game about a spotlight which moves from one character to the next. Its a game about a big-ass spotlight which is focused on all the characters at all times.</p></blockquote><p></p>
[QUOTE="awesomeocalypse, post: 5325551, member: 85641"] This from a few pages back. Its worth noting that 4e actually *does* deal with this. Traps in 4e are no longer the sole domain of the rogue which involve him rolling through a minigame while the rest of the party twiddles their thumbs. They are either: Skill challenges, which require multiple players to contribute. For example, the party stumbles across an ancient dwarven trap which, through a combination of ingenious design and magic, causes the room to shrink in around the party,eventually crushing them like a trash compactor if it isn't stopped. Thievery can disable the mundane mechanisms, Arcana can disable the spells, and Athletics allows one to literally hold the walls in place. History (of the dwarves at the time) and Dungeoneering are secondary skills which can help the people using thievery and arcana by offering insight into what they are facing. So the rogue gets to work messing with the device, while the wizard does the same with spells, the fighter holds the ceiling in place long enough to keep it from crushing them while the others work, and the Cleric offers advice to the rogue and wizard based on his knowledge of the trap creators or dungeon. or They are components of combat. For example, there is a device pumping poison gas into the room, being guarded by a bunch of monsters immune to poison. The rogue is the only one who can disable it, but doing so will leave him helpless to the monsters, so the rest of the party must work to defend him. In other words, 4e specifically [I]avoids[/I] the sort of imbalance called out in the point above. It isn't a game about a spotlight which moves from one character to the next. Its a game about a big-ass spotlight which is focused on all the characters at all times. [/QUOTE]
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