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<blockquote data-quote="WalterKovacs" data-source="post: 5569393" data-attributes="member: 63763"><p>It seems you mixed a lot of your experience with a specific group together with an overall feel of 4e, and that's too bad. Very few groups create problems like effectively eliminating masterwork armor or having loot allocation be a free for all, etc.</p><p> </p><p>Also, most defenders can be fun to play (at least for some people), and as long as the strikers in the group don't suck, they are able to make the fights less grindy, not just the ranger. (Also, part of the grindiness was because of monster design ... newer monsters result in faster fights).</p><p> </p><p>So, with a bad group AND a bad DM, you are going to end up with a bad play experience. Even if it's a good group and DM, a bad fit between playstyles is going to make it not fun for someone. That's not really a flaw in the system though.</p><p> </p><p></p><p> </p><p>A DM should not tell a player what class to play. They can give the group some ground rules for the campaign, dissallowing certain races/classes/books, but should probably give reasons (i.e. Dark Sun wouldn't allow certain races, since they are long dead, and divine classes).</p><p> </p><p>Also, generally speaking, character choice should be a combination of what the player wants and what the group "needs". If everyone in the party wants to play strikers, that may not turn out to well. </p><p> </p><p>Changing characters is a bit different though. While a DM should work with a player that isn't happy with their character, you also don't necessarily want a system where everyone just picks a new PC each week and the group is in constant flux. Having the player play the character they originally chose and built until they reach a 'natural' point where the character can be changed or replaced would be a good comprimise, especially if it didn't become a habitual change.</p><p> </p><p>That being said, okay'ing a character and then disallowing at that the 11th hour is the worst possible way to go about things.</p></blockquote><p></p>
[QUOTE="WalterKovacs, post: 5569393, member: 63763"] It seems you mixed a lot of your experience with a specific group together with an overall feel of 4e, and that's too bad. Very few groups create problems like effectively eliminating masterwork armor or having loot allocation be a free for all, etc. Also, most defenders can be fun to play (at least for some people), and as long as the strikers in the group don't suck, they are able to make the fights less grindy, not just the ranger. (Also, part of the grindiness was because of monster design ... newer monsters result in faster fights). So, with a bad group AND a bad DM, you are going to end up with a bad play experience. Even if it's a good group and DM, a bad fit between playstyles is going to make it not fun for someone. That's not really a flaw in the system though. A DM should not tell a player what class to play. They can give the group some ground rules for the campaign, dissallowing certain races/classes/books, but should probably give reasons (i.e. Dark Sun wouldn't allow certain races, since they are long dead, and divine classes). Also, generally speaking, character choice should be a combination of what the player wants and what the group "needs". If everyone in the party wants to play strikers, that may not turn out to well. Changing characters is a bit different though. While a DM should work with a player that isn't happy with their character, you also don't necessarily want a system where everyone just picks a new PC each week and the group is in constant flux. Having the player play the character they originally chose and built until they reach a 'natural' point where the character can be changed or replaced would be a good comprimise, especially if it didn't become a habitual change. That being said, okay'ing a character and then disallowing at that the 11th hour is the worst possible way to go about things. [/QUOTE]
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