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General Tabletop Discussion
*TTRPGs General
Removing homogenity from 4e
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<blockquote data-quote="Fanaelialae" data-source="post: 4920529" data-attributes="member: 53980"><p>I think that not having illusions within the system is a good thing.</p><p></p><p>Take, for example, a 3.x fighter who trades strength (12) for intelligence (18) because the character concept is that of a brilliant warrior. Certainly, he qualifies for a few feats that he otherwise wouldn't, but none so potent that they make up for his lack of strength. He gets a few more skill points per level, but is still severely limited by the fighter's class skills, so he's now both sub-par fighter and skill monkey. </p><p></p><p>A good DM can still play to this fighter's strengths (of course) but it now requires quite a lot more tailoring (work) on the part of that DM. The player of this character may very well end up disillusioned because of the illusion that such a character would be functional (I saw this happen time and again under 3.x with new players, and even some experienced players, who simply couldn't grok the system very well).</p><p></p><p>4e avoids this by dispelling the illusions and removing the traps (of character creation). While it's certainly possible for a new player to create a sub-par character (impossible to completely eliminate without removing almost all choice), it isn't if he follows the advice in the PHB (which, while not always optimal, does create competent and functional PCs).</p><p></p><p>The point of a game is to have fun. Illusions only make the game fun for those with the skill to penetrate the mysteries of the character creation mini-game. I'm not saying that this is inherently a bad thing (as it can certainly increase enjoyment for those who have or can learn those creation skills) but it isn't necessarily well suited to D&D, which seems to be the RPG of choice for most newbies.</p></blockquote><p></p>
[QUOTE="Fanaelialae, post: 4920529, member: 53980"] I think that not having illusions within the system is a good thing. Take, for example, a 3.x fighter who trades strength (12) for intelligence (18) because the character concept is that of a brilliant warrior. Certainly, he qualifies for a few feats that he otherwise wouldn't, but none so potent that they make up for his lack of strength. He gets a few more skill points per level, but is still severely limited by the fighter's class skills, so he's now both sub-par fighter and skill monkey. A good DM can still play to this fighter's strengths (of course) but it now requires quite a lot more tailoring (work) on the part of that DM. The player of this character may very well end up disillusioned because of the illusion that such a character would be functional (I saw this happen time and again under 3.x with new players, and even some experienced players, who simply couldn't grok the system very well). 4e avoids this by dispelling the illusions and removing the traps (of character creation). While it's certainly possible for a new player to create a sub-par character (impossible to completely eliminate without removing almost all choice), it isn't if he follows the advice in the PHB (which, while not always optimal, does create competent and functional PCs). The point of a game is to have fun. Illusions only make the game fun for those with the skill to penetrate the mysteries of the character creation mini-game. I'm not saying that this is inherently a bad thing (as it can certainly increase enjoyment for those who have or can learn those creation skills) but it isn't necessarily well suited to D&D, which seems to be the RPG of choice for most newbies. [/QUOTE]
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Removing homogenity from 4e
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