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*Pathfinder & Starfinder
R. Thompson : D&D still a sim/gamist RPG
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<blockquote data-quote="Campbell" data-source="post: 4113241" data-attributes="member: 16586"><p>Here's where we disagree.</p><p></p><p>Power Gamers: Slightly down on 4e. The removal of system mastery as a design principle will not sit right with those who enjoy the edge that their system knowledge provides them in the character building process. Still, it's pretty much impossible to completely remove advantages gained from system mastery in any nontrival game system and power gamers that like the challenge of optimizing new systems will enjoy finding out what does and does not work in 4e. Those that like the devil they know will not enjoy 4e.</p><p></p><p>Tacticians: Depends on the nature of the tactician. Tacticians who take a longer view and tacticians that enjoy the ability to decisively win a given encounter before it even begins will likely loathe 4e. Decreasing the role of attrition and making the game less reliant on countermeasures guarantees that outcome. However, there are some tactically oriented players who are not satisfied with the game as it currently stands. They don't want encounters to be decided before hand, are dissatisfied with the importance placed on single decision points (they want encounters to be decided on the basis of multuple decision points), want to deal with more unexpected variables, and are more focused on the ebb and flow of the game than long term strategy. I'm not sure how common the second group is, but I know they are at least a few of us around these parts.</p><p></p><p>Specialists: A number will hate 4e. The generalized competence that 4e characters possess is anathema to a large quantity of specialists. Required skill selections and power weapon restrictions certainly don't help. Ninja specialists will be as pleased as pudding though. </p><p></p><p>Method Actors: No real disagreement here, but I think you failed to mention the element that will really get under method actors' skins - the use of game mechanics that don't have a direct correlation to game setting elements. Stuff like action points, the new skill challenge rules, 'encounter' as a time frame, and abilities that imply a degree of narrative control break the fourth wall in a violent way.</p></blockquote><p></p>
[QUOTE="Campbell, post: 4113241, member: 16586"] Here's where we disagree. Power Gamers: Slightly down on 4e. The removal of system mastery as a design principle will not sit right with those who enjoy the edge that their system knowledge provides them in the character building process. Still, it's pretty much impossible to completely remove advantages gained from system mastery in any nontrival game system and power gamers that like the challenge of optimizing new systems will enjoy finding out what does and does not work in 4e. Those that like the devil they know will not enjoy 4e. Tacticians: Depends on the nature of the tactician. Tacticians who take a longer view and tacticians that enjoy the ability to decisively win a given encounter before it even begins will likely loathe 4e. Decreasing the role of attrition and making the game less reliant on countermeasures guarantees that outcome. However, there are some tactically oriented players who are not satisfied with the game as it currently stands. They don't want encounters to be decided before hand, are dissatisfied with the importance placed on single decision points (they want encounters to be decided on the basis of multuple decision points), want to deal with more unexpected variables, and are more focused on the ebb and flow of the game than long term strategy. I'm not sure how common the second group is, but I know they are at least a few of us around these parts. Specialists: A number will hate 4e. The generalized competence that 4e characters possess is anathema to a large quantity of specialists. Required skill selections and power weapon restrictions certainly don't help. Ninja specialists will be as pleased as pudding though. Method Actors: No real disagreement here, but I think you failed to mention the element that will really get under method actors' skins - the use of game mechanics that don't have a direct correlation to game setting elements. Stuff like action points, the new skill challenge rules, 'encounter' as a time frame, and abilities that imply a degree of narrative control break the fourth wall in a violent way. [/QUOTE]
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