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<blockquote data-quote="Raithe the Dreamer" data-source="post: 5107968" data-attributes="member: 55982"><p>As one of the players in paradox's game that especially likes the numbers aspect (who is normally relatively on the power-gamer side of things, but failed at it time and time again due to overall unfamiliarity with Ascension), 100 HD is easy! Now sure, every time we gained a batch of levels (which was typically around 100-200 HD at a time), I spent 8-10 hours over the course of a week working out what I wanted to do with them, but I had fun with it. We were encouraged to "diversify" as deities, so that we could encompass more things and be appropriate deities for more types of characters, so it was a lot of fun digging through books and finding classes that fit a deity's flavor and expanded their "kit" in some way.</p><p></p><p>Now, we had at least one player who really never bothered to keep up. I just don't think it was that interesting to him. I believe his character never got officially statted up beyond about 100 HD.</p><p></p><p></p><p></p><p>As paradox has already said: absolutely not. I look at 4E and it looks inherently *boring* personally. I do agree that high level play in 3E could get pretty ridiculous and that some streamlining would be welcome, but at the same time, 4E completely removed what made the metagame interesting. Characters are all the same except in flavor, primarily: what they can do mechanically is all essentially cut and paste with different names, with the occasional d6 traded for a knockback effect or some other such thing.</p><p></p><p>Sure, from a role-play perspective, you can still tell the same sort of stories with any system (though I do think in some ways 4E is a little handicapped because it castrated full casters so much--as a DM that feels rather limiting to me). From a roll-play perspective, though...there aren't really that many mechanical options that are exciting. Some players like all the complexity in the world and loved classes like the Wizard in 3.x, and other characters just wanted to say "I attack," and be done with it. They actually don't *want* powers and stuff to manage. 3.x (and previous editions of D&D) have embraced both of those desires in some ways, whereas 4E completely abandons any real choice in *how* you play as a player.</p><p></p><p>Sorry to contribute to the derail. >.></p></blockquote><p></p>
[QUOTE="Raithe the Dreamer, post: 5107968, member: 55982"] As one of the players in paradox's game that especially likes the numbers aspect (who is normally relatively on the power-gamer side of things, but failed at it time and time again due to overall unfamiliarity with Ascension), 100 HD is easy! Now sure, every time we gained a batch of levels (which was typically around 100-200 HD at a time), I spent 8-10 hours over the course of a week working out what I wanted to do with them, but I had fun with it. We were encouraged to "diversify" as deities, so that we could encompass more things and be appropriate deities for more types of characters, so it was a lot of fun digging through books and finding classes that fit a deity's flavor and expanded their "kit" in some way. Now, we had at least one player who really never bothered to keep up. I just don't think it was that interesting to him. I believe his character never got officially statted up beyond about 100 HD. As paradox has already said: absolutely not. I look at 4E and it looks inherently *boring* personally. I do agree that high level play in 3E could get pretty ridiculous and that some streamlining would be welcome, but at the same time, 4E completely removed what made the metagame interesting. Characters are all the same except in flavor, primarily: what they can do mechanically is all essentially cut and paste with different names, with the occasional d6 traded for a knockback effect or some other such thing. Sure, from a role-play perspective, you can still tell the same sort of stories with any system (though I do think in some ways 4E is a little handicapped because it castrated full casters so much--as a DM that feels rather limiting to me). From a roll-play perspective, though...there aren't really that many mechanical options that are exciting. Some players like all the complexity in the world and loved classes like the Wizard in 3.x, and other characters just wanted to say "I attack," and be done with it. They actually don't *want* powers and stuff to manage. 3.x (and previous editions of D&D) have embraced both of those desires in some ways, whereas 4E completely abandons any real choice in *how* you play as a player. Sorry to contribute to the derail. >.> [/QUOTE]
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