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R. Thompson : D&D still a sim/gamist RPG
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<blockquote data-quote="hong" data-source="post: 4115826" data-attributes="member: 537"><p>I didn't say character design. I said character-building. You do not gain roleplaying karma points by doing stuff that is unfun, or sacrificing yourself on the altar of your character concept.</p><p></p><p></p><p></p><p>They are, nevertheless, method actors.</p><p></p><p></p><p></p><p>The difference is as much in the zeitgeist as it is in the rules. Look at how many people have been saying that the player getting to roll a History check to escape guards is silly; 4E is about trying to overturn that preconception, and it's doing that by loosening up the way that skills can be applied. So yes, the encounter can be modified to suit the character's schtick, and how that happens is as much in the hands of the player as the DM. The DM still retains veto power, but the point is that purely negative roleplay -- "I am an asskicker because when it comes to non-asskicking situations, I do nothing" -- is to be minimised.</p><p></p><p>Consider also previous information on things like skill challenges, where the entire party is given the task of accumulating X successes to achieve a given objective, and exactly how they get those X successes is left for them to decide.</p><p></p><p></p><p></p><p>If your current approach to the game is the same as the zeitgeist described, then yes, 4E will feel samey to you. But if so, then where's the downside? You'll be doing exactly what you're doing now, with no big jarring paradigm shift or anything to worry about.</p></blockquote><p></p>
[QUOTE="hong, post: 4115826, member: 537"] I didn't say character design. I said character-building. You do not gain roleplaying karma points by doing stuff that is unfun, or sacrificing yourself on the altar of your character concept. They are, nevertheless, method actors. The difference is as much in the zeitgeist as it is in the rules. Look at how many people have been saying that the player getting to roll a History check to escape guards is silly; 4E is about trying to overturn that preconception, and it's doing that by loosening up the way that skills can be applied. So yes, the encounter can be modified to suit the character's schtick, and how that happens is as much in the hands of the player as the DM. The DM still retains veto power, but the point is that purely negative roleplay -- "I am an asskicker because when it comes to non-asskicking situations, I do nothing" -- is to be minimised. Consider also previous information on things like skill challenges, where the entire party is given the task of accumulating X successes to achieve a given objective, and exactly how they get those X successes is left for them to decide. If your current approach to the game is the same as the zeitgeist described, then yes, 4E will feel samey to you. But if so, then where's the downside? You'll be doing exactly what you're doing now, with no big jarring paradigm shift or anything to worry about. [/QUOTE]
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