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Removing homogenity from 4e
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<blockquote data-quote="gribble" data-source="post: 4916131" data-attributes="member: 12430"><p>It's getting a bit off topic, but seeing as you asked:</p><p></p><p>With earlier editions, your characters actions were a blank slate. You could pretty much suggest any action you wanted, and the DM would either have rules to adjudicate it or be able to come up with something to handle it. Wrestle (grab) the opposing wizard's wand out of his hand, disarm the opposing fighter, trip a fleeing opponent, etc.</p><p></p><p>Now I know 4e has the stunts rules, but unless you just want to deal damage to the opponent (and usually less than one of your powers can do) they're not really the same. I also know there were situations in earlier editions where any (or all) of the above weren't viable as well, but it still felt like you had a bunch of options besides standing there and full attacking.</p><p></p><p>Maybe it's a perception thing, but with 4e it seems like the only viable options a character has in combat are the powers in front of them - and most of them are the same every fight.</p><p></p><p>So a players/groups "tactics" are pretty much dictated to them by the cards in front of each player, whereas with earlier editions they were totally freeform and could conceivably (and usually viably) be pretty much anything.</p><p></p><p>I'll admit it's probably a mix of perception and the rules, but it certainly seems to be evident (regardless of the underlying cause) in most, if not all, of the 4e games I've played in or run. It's markedly noticable when I compare a group of players that I'm running 3.5 for compared to the same group of players when I run 4e...</p><p></p><p>Does it stop me playing 4e? No, it's a game I run/play and enjoy, but I definitely notice the predictablity and sameness of 4e compared to 3.5 & Pathfinder. In some ways it's a good thing, in other ways not so much, but to try and argue it doesn't exist is... well, unbelievable IME.</p></blockquote><p></p>
[QUOTE="gribble, post: 4916131, member: 12430"] It's getting a bit off topic, but seeing as you asked: With earlier editions, your characters actions were a blank slate. You could pretty much suggest any action you wanted, and the DM would either have rules to adjudicate it or be able to come up with something to handle it. Wrestle (grab) the opposing wizard's wand out of his hand, disarm the opposing fighter, trip a fleeing opponent, etc. Now I know 4e has the stunts rules, but unless you just want to deal damage to the opponent (and usually less than one of your powers can do) they're not really the same. I also know there were situations in earlier editions where any (or all) of the above weren't viable as well, but it still felt like you had a bunch of options besides standing there and full attacking. Maybe it's a perception thing, but with 4e it seems like the only viable options a character has in combat are the powers in front of them - and most of them are the same every fight. So a players/groups "tactics" are pretty much dictated to them by the cards in front of each player, whereas with earlier editions they were totally freeform and could conceivably (and usually viably) be pretty much anything. I'll admit it's probably a mix of perception and the rules, but it certainly seems to be evident (regardless of the underlying cause) in most, if not all, of the 4e games I've played in or run. It's markedly noticable when I compare a group of players that I'm running 3.5 for compared to the same group of players when I run 4e... Does it stop me playing 4e? No, it's a game I run/play and enjoy, but I definitely notice the predictablity and sameness of 4e compared to 3.5 & Pathfinder. In some ways it's a good thing, in other ways not so much, but to try and argue it doesn't exist is... well, unbelievable IME. [/QUOTE]
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