Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Removing homogenity from 4e
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Hussar" data-source="post: 4919971" data-attributes="member: 22779"><p>Yes, because all traps are ridiculously easy to find. Yup, if all traps are simply leaf covered vice jaws, then sure, no problem. Then again, why bother with a thief at all in that case? However, IME, most traps are significantly harder to find. Which, in turn, led to every group turning into special forces members, and all sorts of methods for opening a chest.</p><p></p><p>-------------------</p><p></p><p>Anyway, on the issue of mechanical homogeneity leading to homogeneous characters, I have to say I disagree with the basic premise. </p><p></p><p>Step away from D&D for a second. There are any number of systems where every character has access to exactly the same mechanics with no variation at all. Most skill based systems like GURPS or Savage Worlds, for example. In GURPS, every character is made using a pool of points and no character has any unique mechanics to differentiate one from another. Same in Savage Worlds - 5 points between your stats, 15 points for skills, 1 major or 2 minor hinderances and possibly 1 edge. Done.</p><p></p><p>Yet, the variety of characters in those systems is pretty wide. I've never heard anyone complain about sameyness in their GURPS characters. Yet, no GURPS character has any niche protection whatsoever. Nor does any Savage World's character.</p><p></p><p>The "If all you have is a hammer" line has been repeated a few times here. Yet, do we really need to use nails, glue and screws to build characters in order to gain uniqueness? Does it matter if I put it together with a Phillips or Robertson screw? To abuse the analogy anyway. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>The obvious difference between skill based systems and 4e D&D is the class system. The question is, does the package of skills you gain with each class (and by skills I mean more than just things like stealth or perception, but also class abilities and powers, which are generally covered by point buy systems like Savage Worlds) provide enough uniqueness to distinguish one character from another? </p><p></p><p>Some people are claiming that it does and others claim that it doesn't. I'm on the fence. I don't know. </p><p></p><p>But, I do disagree with the basic premise that mechanical diversity is required in order to make diverse characters. Skill based, or point buy systems show that to be wrong.</p></blockquote><p></p>
[QUOTE="Hussar, post: 4919971, member: 22779"] Yes, because all traps are ridiculously easy to find. Yup, if all traps are simply leaf covered vice jaws, then sure, no problem. Then again, why bother with a thief at all in that case? However, IME, most traps are significantly harder to find. Which, in turn, led to every group turning into special forces members, and all sorts of methods for opening a chest. ------------------- Anyway, on the issue of mechanical homogeneity leading to homogeneous characters, I have to say I disagree with the basic premise. Step away from D&D for a second. There are any number of systems where every character has access to exactly the same mechanics with no variation at all. Most skill based systems like GURPS or Savage Worlds, for example. In GURPS, every character is made using a pool of points and no character has any unique mechanics to differentiate one from another. Same in Savage Worlds - 5 points between your stats, 15 points for skills, 1 major or 2 minor hinderances and possibly 1 edge. Done. Yet, the variety of characters in those systems is pretty wide. I've never heard anyone complain about sameyness in their GURPS characters. Yet, no GURPS character has any niche protection whatsoever. Nor does any Savage World's character. The "If all you have is a hammer" line has been repeated a few times here. Yet, do we really need to use nails, glue and screws to build characters in order to gain uniqueness? Does it matter if I put it together with a Phillips or Robertson screw? To abuse the analogy anyway. :) The obvious difference between skill based systems and 4e D&D is the class system. The question is, does the package of skills you gain with each class (and by skills I mean more than just things like stealth or perception, but also class abilities and powers, which are generally covered by point buy systems like Savage Worlds) provide enough uniqueness to distinguish one character from another? Some people are claiming that it does and others claim that it doesn't. I'm on the fence. I don't know. But, I do disagree with the basic premise that mechanical diversity is required in order to make diverse characters. Skill based, or point buy systems show that to be wrong. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Removing homogenity from 4e
Top