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*TTRPGs General
Removing homogenity from 4e
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<blockquote data-quote="MerricB" data-source="post: 4935218" data-attributes="member: 3586"><p>This is what I believe... sort of.</p><p></p><p>I think the design of 3e was beset by a whole lot of legacy issues which caused the entire thing to start falling apart at high levels and caused one or two problems at lower levels. (You can see a lot of these being modified in 3.5e). </p><p></p><p>Then too, there are realism issues such as the rogue's sneak attack. If the Rogue gets to use his sneak attack, he's one of the most effective characters in combat - possible <em>the</em> most effective character at high levels. Three attacks with +7d6 on the damage code? That's good.</p><p></p><p>Unfortunately for the rogue, there are a number of popular monster types he can't sneak attack. They all make a lot of sense. However, when every monster in an adventure is of those types - and I saw that a lot in the Age of Worms AP - the rogue suddenly wanders into uselessness. (Late 3.5e sees a lot of scrambling methods of lifting those restrictions!)</p><p></p><p>The Fighter, on the other hand, starts off really great and gets weaker and weaker as the levels go up; unless you use the Player's Handbook 2 feats, at which point he roars back into contention. (That book made a *huge* difference to my AoW campaign; the Fighter could easily deal 200+ damage a round).</p><p></p><p>Non-combat is certainly not balanced!</p><p></p><p>The Wizard, Cleric and Rogue all have their abilities out-of-combat. The Rogue has a lot of skills; the Wizard likewise (virtue of intelligence as their prime requisite), and the Wizard and Cleric have their spells. Then you have the Fighter... with a measly two skill points, <em>if he's lucky</em>. More than one 8-Int Fighter doesn't even have that!</p><p></p><p>If there's one mistake the 3e (and 2e) designers made, it was adding a "diplomacy" (etiquette) skill and leaving it off the Fighter's list. The great literary tradition as fighters-as-leader is greatly hurt by that. (And Hussar, rightfully, gets quite upset that it's rather difficult to use the rules to fix that).</p><p></p><p>Note that in AD&D, <em>Charisma</em> is the sole determinant of talky-ability. (And actual roleplaying). As it also has the rather nifty ability of giving you henchmen, it's a really good stat for fighters in that edition!</p><p></p><p>Cheers!</p></blockquote><p></p>
[QUOTE="MerricB, post: 4935218, member: 3586"] This is what I believe... sort of. I think the design of 3e was beset by a whole lot of legacy issues which caused the entire thing to start falling apart at high levels and caused one or two problems at lower levels. (You can see a lot of these being modified in 3.5e). Then too, there are realism issues such as the rogue's sneak attack. If the Rogue gets to use his sneak attack, he's one of the most effective characters in combat - possible [i]the[/i] most effective character at high levels. Three attacks with +7d6 on the damage code? That's good. Unfortunately for the rogue, there are a number of popular monster types he can't sneak attack. They all make a lot of sense. However, when every monster in an adventure is of those types - and I saw that a lot in the Age of Worms AP - the rogue suddenly wanders into uselessness. (Late 3.5e sees a lot of scrambling methods of lifting those restrictions!) The Fighter, on the other hand, starts off really great and gets weaker and weaker as the levels go up; unless you use the Player's Handbook 2 feats, at which point he roars back into contention. (That book made a *huge* difference to my AoW campaign; the Fighter could easily deal 200+ damage a round). Non-combat is certainly not balanced! The Wizard, Cleric and Rogue all have their abilities out-of-combat. The Rogue has a lot of skills; the Wizard likewise (virtue of intelligence as their prime requisite), and the Wizard and Cleric have their spells. Then you have the Fighter... with a measly two skill points, [i]if he's lucky[/i]. More than one 8-Int Fighter doesn't even have that! If there's one mistake the 3e (and 2e) designers made, it was adding a "diplomacy" (etiquette) skill and leaving it off the Fighter's list. The great literary tradition as fighters-as-leader is greatly hurt by that. (And Hussar, rightfully, gets quite upset that it's rather difficult to use the rules to fix that). Note that in AD&D, [i]Charisma[/i] is the sole determinant of talky-ability. (And actual roleplaying). As it also has the rather nifty ability of giving you henchmen, it's a really good stat for fighters in that edition! Cheers! [/QUOTE]
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