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Presentation vs design... vs philosophy
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<blockquote data-quote="Oofta" data-source="post: 7929535" data-attributes="member: 6801845"><p>I always felt like 4E was half-baked and pushed out before it was quite done. The at-will/encounter/daily power structure was okay for some classes, I just don't think it should have been applied across the board. They tried to fix it with Essentials, but it was too little too late. Add to that the feeling that the design philosophy was to lock down everything so the system couldn't be "abused" as easily led to a mechanical feeling game.</p><p></p><p>While one of the issues I had with 3.5 was the amount of page flipping to look up specific niche rules, 4E seemed to want to lock it down even more. Even social and free-form exploration encounters became skill challenges, which sound great on paper but tended to change free form play to a series of mechanical checks with some extraneous narration.</p><p></p><p>So for me it didn't have much to do with presentation, it was the design and philosophy of the game. Toss in the lack of flexibility to change the feel of the game significantly. To me it always felt like anime/cartoon action where even my mundane fighter regularly broke all semblance of reality with their powers. You could put a veneer of different styles on the game, but it always felt the same.</p></blockquote><p></p>
[QUOTE="Oofta, post: 7929535, member: 6801845"] I always felt like 4E was half-baked and pushed out before it was quite done. The at-will/encounter/daily power structure was okay for some classes, I just don't think it should have been applied across the board. They tried to fix it with Essentials, but it was too little too late. Add to that the feeling that the design philosophy was to lock down everything so the system couldn't be "abused" as easily led to a mechanical feeling game. While one of the issues I had with 3.5 was the amount of page flipping to look up specific niche rules, 4E seemed to want to lock it down even more. Even social and free-form exploration encounters became skill challenges, which sound great on paper but tended to change free form play to a series of mechanical checks with some extraneous narration. So for me it didn't have much to do with presentation, it was the design and philosophy of the game. Toss in the lack of flexibility to change the feel of the game significantly. To me it always felt like anime/cartoon action where even my mundane fighter regularly broke all semblance of reality with their powers. You could put a veneer of different styles on the game, but it always felt the same. [/QUOTE]
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