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Rebutting a fallacy: why I await 5e (without holding my breath)
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<blockquote data-quote="3catcircus" data-source="post: 5617454" data-attributes="member: 16077"><p>You miss my point - in prior editions of the game, character abilities were thematically and mechanically different. A fighter didn't have "powers." He was able to engage in combat based solely upon his own physical ability and training. A wizard was able cast spells do to an entirely different source of ability - his intelligence and mastery of the mind. Thematically different.</p><p></p><p>Mechanically, also different - wizards cast spells that oftentimes just did damage. It wasn't until 3.x that they started to emphasize spells that required a to-hit roll. Likewise, who can forget the thief skills being percentile-based - vastly different than a d20 roll to-hit.</p><p></p><p>In 4e, *every* class has its abilities (whether spells, class abilities, etc.) described, for the most part, as a power of some kind. Every class can do the exact same thing - some powers at-will, some per each encounter, and some each day. The PHB reads to me like a logistics manual - extremely repetitive and boring.</p><p></p><p>The point I made for previous editions is that because of the mechanical differences in how each class played, it allowed different players to gravitate towards the class that appealed to them more easily. In 4e, because each class "reads" the same, it can lead to analysis paralysis by players.</p><p></p><p></p><p></p><p>This - in DMing both 3.x and Pathfinder, I make it clear up-front which books are allowed and, in some, even which parts of which books are allowed.</p><p></p><p>For example - in my current Pathfinder campaign, which is set in Goodman Games' campaign setting World of Aereth (Gazetteer of the Known Realms) and is using 3e DCC adventure modules, none of the pathfinder campaign setting or adventure paths are allowed - only the core Pathfinder book, APG, and the two bestiaries. Likewise, none of the 3.x books are allowed wholesale and, so far, the only thing I've allowed is the Healing Belt from MIC (since there are only 3 players and healing can become difficult because of the way I run my campaign.)</p></blockquote><p></p>
[QUOTE="3catcircus, post: 5617454, member: 16077"] You miss my point - in prior editions of the game, character abilities were thematically and mechanically different. A fighter didn't have "powers." He was able to engage in combat based solely upon his own physical ability and training. A wizard was able cast spells do to an entirely different source of ability - his intelligence and mastery of the mind. Thematically different. Mechanically, also different - wizards cast spells that oftentimes just did damage. It wasn't until 3.x that they started to emphasize spells that required a to-hit roll. Likewise, who can forget the thief skills being percentile-based - vastly different than a d20 roll to-hit. In 4e, *every* class has its abilities (whether spells, class abilities, etc.) described, for the most part, as a power of some kind. Every class can do the exact same thing - some powers at-will, some per each encounter, and some each day. The PHB reads to me like a logistics manual - extremely repetitive and boring. The point I made for previous editions is that because of the mechanical differences in how each class played, it allowed different players to gravitate towards the class that appealed to them more easily. In 4e, because each class "reads" the same, it can lead to analysis paralysis by players. This - in DMing both 3.x and Pathfinder, I make it clear up-front which books are allowed and, in some, even which parts of which books are allowed. For example - in my current Pathfinder campaign, which is set in Goodman Games' campaign setting World of Aereth (Gazetteer of the Known Realms) and is using 3e DCC adventure modules, none of the pathfinder campaign setting or adventure paths are allowed - only the core Pathfinder book, APG, and the two bestiaries. Likewise, none of the 3.x books are allowed wholesale and, so far, the only thing I've allowed is the Healing Belt from MIC (since there are only 3 players and healing can become difficult because of the way I run my campaign.) [/QUOTE]
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Rebutting a fallacy: why I await 5e (without holding my breath)
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