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Removing homogenity from 4e
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<blockquote data-quote="Kwalish Kid" data-source="post: 4917865" data-attributes="member: 446"><p>Frankly, I can't even see the homogeneity in the mechanics. And I spent quite a bit of time looking at and thinking about the system when it first came out, not simply in order to run a game, but in order to teach a university class on RPGs that included a number of academic papers on RPGs and other media. I mention this only to try to establish that I really, really, have spent a lot of time and effort onstudying this system. (At least that semster, it was paid time!)</p><p></p><p>4E uses a number of different strategies for every class (and within each class) to produce the game experience. The fighter alone, with the differences in weapon types, has a great variety internal to the class.</p><p></p><p>Does 4E have limitations? Yes. Do I sometimes look at a PC and wish that there were some other options at certain levels for that specific PC? Yes. However, I could probably get around that with the hybrid class rules if I really wanted to. As the publications for the product increase, there will be more and more options. I could sit down and write something up if I really wanted, or I could re-skin a power to give it the flavour I wanted and forget about some specific mechanic and focus on what it presented during play rather than how it shaped the course of the game in another way.</p><p></p><p>The issue is that there simply is no problem to address. At least not one that is well-posed. It might be that we can discuss ways to add different mechanics to 4E, but that discussion might better take place with specific design goals in mind to shape and assess the mechanic.</p><p></p><p>We do have both. The tactics comes about because of the differences in mechanics.</p><p></p><p>In a wider sense, the game is not homogeneous. The basic mechanic provides a core for play, indeed, it is called the "core mechanic", but much of the actual rules are very specific for circumstances and for the flavour of specific attempts. In skill challenges alone one can see a vast difference of how the core mechanic is adapted for differnt play goals.</p></blockquote><p></p>
[QUOTE="Kwalish Kid, post: 4917865, member: 446"] Frankly, I can't even see the homogeneity in the mechanics. And I spent quite a bit of time looking at and thinking about the system when it first came out, not simply in order to run a game, but in order to teach a university class on RPGs that included a number of academic papers on RPGs and other media. I mention this only to try to establish that I really, really, have spent a lot of time and effort onstudying this system. (At least that semster, it was paid time!) 4E uses a number of different strategies for every class (and within each class) to produce the game experience. The fighter alone, with the differences in weapon types, has a great variety internal to the class. Does 4E have limitations? Yes. Do I sometimes look at a PC and wish that there were some other options at certain levels for that specific PC? Yes. However, I could probably get around that with the hybrid class rules if I really wanted to. As the publications for the product increase, there will be more and more options. I could sit down and write something up if I really wanted, or I could re-skin a power to give it the flavour I wanted and forget about some specific mechanic and focus on what it presented during play rather than how it shaped the course of the game in another way. The issue is that there simply is no problem to address. At least not one that is well-posed. It might be that we can discuss ways to add different mechanics to 4E, but that discussion might better take place with specific design goals in mind to shape and assess the mechanic. We do have both. The tactics comes about because of the differences in mechanics. In a wider sense, the game is not homogeneous. The basic mechanic provides a core for play, indeed, it is called the "core mechanic", but much of the actual rules are very specific for circumstances and for the flavour of specific attempts. In skill challenges alone one can see a vast difference of how the core mechanic is adapted for differnt play goals. [/QUOTE]
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