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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="Ariosto" data-source="post: 4923040" data-attributes="member: 80487"><p>One reason I <em>don't</em> play it a lot is that I see the differences as tiny, the variety and tactical choices as uninteresting.</p><p></p><p>No set of rules can have as much diversity as the range of situations in a D&D-style fantasy RPG. So, devoting more time and energy to rules tends by itself toward relative homogeneity. Devoting a lot of time and energy to manipulating relatively few rules with similar effects tends further. (Such relative measures as "a lot", "few" and "similar" are naturally pretty subjective.)</p><p></p><p>The wizard's four cantrips are marvelous, but the other 14 1st-level spells are just typical attack powers. Level 2 is all "utilities", 3 and 5 all attacks. That 2:1 ratio of attack levels to utility levels continues, and is about the same for other classes. The utilities themselves are often just more combat factors.</p><p></p><p>Yes, there are also rituals. My problem is that the combat powers seem to me generally pretty dull, <em>and that's where the focus is</em>.</p><p></p><p>Tossing a d20 to "hit" and a d6 (or whatever) for "damage" is not much more exciting in itself. The key is that it doesn't take half an hour or more to resolve a fight. When you're getting through 4 or more situations per hour, then that aspect is less homogeneous.</p><p></p><p>Even 3e was a bit sluggish for my taste, but there at least the idea was still to start with interesting situations and translate them into game terms. With 4e, it seems to me that <strong>everything</strong> is stereotyped and the exercise is in trying to find something interesting to do within those constraints.</p></blockquote><p></p>
[QUOTE="Ariosto, post: 4923040, member: 80487"] One reason I [I]don't[/I] play it a lot is that I see the differences as tiny, the variety and tactical choices as uninteresting. No set of rules can have as much diversity as the range of situations in a D&D-style fantasy RPG. So, devoting more time and energy to rules tends by itself toward relative homogeneity. Devoting a lot of time and energy to manipulating relatively few rules with similar effects tends further. (Such relative measures as "a lot", "few" and "similar" are naturally pretty subjective.) The wizard's four cantrips are marvelous, but the other 14 1st-level spells are just typical attack powers. Level 2 is all "utilities", 3 and 5 all attacks. That 2:1 ratio of attack levels to utility levels continues, and is about the same for other classes. The utilities themselves are often just more combat factors. Yes, there are also rituals. My problem is that the combat powers seem to me generally pretty dull, [I]and that's where the focus is[/I]. Tossing a d20 to "hit" and a d6 (or whatever) for "damage" is not much more exciting in itself. The key is that it doesn't take half an hour or more to resolve a fight. When you're getting through 4 or more situations per hour, then that aspect is less homogeneous. Even 3e was a bit sluggish for my taste, but there at least the idea was still to start with interesting situations and translate them into game terms. With 4e, it seems to me that [B]everything[/B] is stereotyped and the exercise is in trying to find something interesting to do within those constraints. [/QUOTE]
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On homogeneity, or how I finally got past the people talking past each other part
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