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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Presentation vs design... vs philosophy
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<blockquote data-quote="Lanefan" data-source="post: 7934486" data-attributes="member: 29398"><p>Which is why I wouldn't have seen it - thanks for the summary! - as my 4e rulebook purchasing started and ended with the first round of three (PH-DMG-MM).</p><p></p><p>Without knowing any more about it, on that summary it seems simple enough. You say it more or less fights like a Rogue? Prime stat - Intelligence? Dexterity? Both?</p><p></p><p>I can only assume that the class worked out to be reasonably effective.</p><p></p><p>How much trouble would it have in remaining functional if the adventure was mostly against fire-resistant (or immune) opponents e.g. a foray into a colony of salamanders backed by a couple of red dragons? Or would the player just cycle in another character for that trip? (similar to a 1e Illusionist when the adventure is going to be against mindless undead: leave it at home this trip)</p><p></p><p>I more see it as the other way around: these added mechanics are what both cause and lead to the added complexity.</p><p></p><p>As long as there's a range of simple classes to play it doesn't much matter what they are; that it's the 'muggle' classes that are simple also carries the benefit that those more-mundane types are probably easier for new players to relate to.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7934486, member: 29398"] Which is why I wouldn't have seen it - thanks for the summary! - as my 4e rulebook purchasing started and ended with the first round of three (PH-DMG-MM). Without knowing any more about it, on that summary it seems simple enough. You say it more or less fights like a Rogue? Prime stat - Intelligence? Dexterity? Both? I can only assume that the class worked out to be reasonably effective. How much trouble would it have in remaining functional if the adventure was mostly against fire-resistant (or immune) opponents e.g. a foray into a colony of salamanders backed by a couple of red dragons? Or would the player just cycle in another character for that trip? (similar to a 1e Illusionist when the adventure is going to be against mindless undead: leave it at home this trip) I more see it as the other way around: these added mechanics are what both cause and lead to the added complexity. As long as there's a range of simple classes to play it doesn't much matter what they are; that it's the 'muggle' classes that are simple also carries the benefit that those more-mundane types are probably easier for new players to relate to. [/QUOTE]
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