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General Tabletop Discussion
*TTRPGs General
Removing homogenity from 4e
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<blockquote data-quote="Fanaelialae" data-source="post: 4920421" data-attributes="member: 53980"><p>They might have different skills, but they still use the same skill system. Both make similar "success rolls" despite that one is trying to remember Newton's Laws while the other is trying to punch a space monkey (not unlike the Wizard trying an Arcana check while the Fighter climbs a mountain with Athletics). There's no arcane reason that the academic should need to roll a 1d20 while the martial artist rolls 2d10 (it's all 3d6; at least according to my 3rd edition GURPS book) nor any reason to believe, that I can perceive, that it would improve the game in any sense.</p><p></p><p>Also, because it is point buy, you could create a crippled academician named Rob and I can make a mechanically identical character named Bob (just as in D&D you could easily make a pair of identical fighters regardless of edition, excluding for the potential randomization of dice rolls). You <em>could</em>, but I've yet to meet anyone who <em>would</em>.</p><p></p><p>The fact that you can make an academic and a warrior under GURPS is relatively meaningless as a comparison for homogenization because GURPS is generic (Generic Universal RolePlaying System). 4e, on the other hand, is a fantasy action-adventure roleplaying system that assumes some degree of combat as part of its game play. </p><p></p><p>The more generic the system, the less homogenized the characters need be. It is true but also somewhat misleading. </p><p></p><p>Complaining that 4e is homogenized because you can't make a combat incapable character is like complaining that Earthdawn is homogenized because you can't make a spaceman or that Traveler is homogenized because you can't make a character who can cast Limited Wish three times a day. Any game that limits itself to a specific genre and/or has a core mechanic will have homogenization, but I imagine we can all agree that allowing genre-inappropriate characters in a genre game is usually undesirable, and it has been shown that reliable core mechanics make for smoother and easier gameplay.</p><p></p><p>That a game works within the genre it sets for itself is good design, rather than an example of homogenization in any meaningful sense of the word. Perhaps the major difference between many of those who see homogenization in 4e and those of us who don't is simply those who like the fantasy action-adventure genre and those who don't?</p></blockquote><p></p>
[QUOTE="Fanaelialae, post: 4920421, member: 53980"] They might have different skills, but they still use the same skill system. Both make similar "success rolls" despite that one is trying to remember Newton's Laws while the other is trying to punch a space monkey (not unlike the Wizard trying an Arcana check while the Fighter climbs a mountain with Athletics). There's no arcane reason that the academic should need to roll a 1d20 while the martial artist rolls 2d10 (it's all 3d6; at least according to my 3rd edition GURPS book) nor any reason to believe, that I can perceive, that it would improve the game in any sense. Also, because it is point buy, you could create a crippled academician named Rob and I can make a mechanically identical character named Bob (just as in D&D you could easily make a pair of identical fighters regardless of edition, excluding for the potential randomization of dice rolls). You [i]could[/i], but I've yet to meet anyone who [i]would[/i]. The fact that you can make an academic and a warrior under GURPS is relatively meaningless as a comparison for homogenization because GURPS is generic (Generic Universal RolePlaying System). 4e, on the other hand, is a fantasy action-adventure roleplaying system that assumes some degree of combat as part of its game play. The more generic the system, the less homogenized the characters need be. It is true but also somewhat misleading. Complaining that 4e is homogenized because you can't make a combat incapable character is like complaining that Earthdawn is homogenized because you can't make a spaceman or that Traveler is homogenized because you can't make a character who can cast Limited Wish three times a day. Any game that limits itself to a specific genre and/or has a core mechanic will have homogenization, but I imagine we can all agree that allowing genre-inappropriate characters in a genre game is usually undesirable, and it has been shown that reliable core mechanics make for smoother and easier gameplay. That a game works within the genre it sets for itself is good design, rather than an example of homogenization in any meaningful sense of the word. Perhaps the major difference between many of those who see homogenization in 4e and those of us who don't is simply those who like the fantasy action-adventure genre and those who don't? [/QUOTE]
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