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On homogeneity, or how I finally got past the people talking past each other part
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<blockquote data-quote="I'm A Banana" data-source="post: 4923017" data-attributes="member: 2067"><p>Then I'm afraid you're incapable of understanding a fairly common experience in 4e. Either it's not broad enough yet, or there's just some fundamental disconnect in you. Which is fine, it's not ruining your games, so keep on truckin', soldier. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> Just accept that you don't understand where people who make the argument are coming from. </p><p></p><p></p><p></p><p>That's not too bad, either, though I don't know from comic books that well. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p></p><p></p><p>Since I play nearly every week, I don't think that's the difference, either. It's not lack of experience with the system -- I'm not ignorant of the subtle differences I just think they're just that: subtle. Too subtle for me to get a different play experience out of the game.</p><p></p><p>I think this is mostly intentional: WotC wanted to deliver one solid play experience, to cull accidental suck and dominating player abilities, and this is the result: everything is the same because anything that stands out might lead to imbalance.</p><p></p><p>In the end, as a swordmage, I solve all my problems broadly the same way that a fighter does. It looks a little different when I do it, I do it in a slightly different way, but I still do the same thing. And, in the end, it's not all that different from how a cleric or a wizard or a rogue solves their problems, either. 3,000 variations on "kill things and have a secondary effect"....ech...not so different.</p><p></p><p>Some of this is unavoidable and even desirable, but 4e certainly has some wiggle room. The monk and the psion both show a loosening of the bonds, though it's mild and limited. There can be more.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 4923017, member: 2067"] Then I'm afraid you're incapable of understanding a fairly common experience in 4e. Either it's not broad enough yet, or there's just some fundamental disconnect in you. Which is fine, it's not ruining your games, so keep on truckin', soldier. ;) Just accept that you don't understand where people who make the argument are coming from. That's not too bad, either, though I don't know from comic books that well. ;) Since I play nearly every week, I don't think that's the difference, either. It's not lack of experience with the system -- I'm not ignorant of the subtle differences I just think they're just that: subtle. Too subtle for me to get a different play experience out of the game. I think this is mostly intentional: WotC wanted to deliver one solid play experience, to cull accidental suck and dominating player abilities, and this is the result: everything is the same because anything that stands out might lead to imbalance. In the end, as a swordmage, I solve all my problems broadly the same way that a fighter does. It looks a little different when I do it, I do it in a slightly different way, but I still do the same thing. And, in the end, it's not all that different from how a cleric or a wizard or a rogue solves their problems, either. 3,000 variations on "kill things and have a secondary effect"....ech...not so different. Some of this is unavoidable and even desirable, but 4e certainly has some wiggle room. The monk and the psion both show a loosening of the bonds, though it's mild and limited. There can be more. [/QUOTE]
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