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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Should I play 4e?
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<blockquote data-quote="Jer" data-source="post: 7614907" data-attributes="member: 19857"><p>Every class doesn't have "magic" - every class has "powers". There's a difference.</p><p></p><p>Fighters, warlords, and other martial classes in 4e have powers in the same way that Batman has powers in a Mutants & Masterminds game - the various maneuvers that Batman can make are given a mechanical expression as a "power" that has a narrative description that matches the expectation of what Batman can do. The fact that they are mechanically realized in the game as "powers" is a game mechanism that is supposed to be separate from the fiction.</p><p></p><p>Some folks also don't like that martial characters have daily/encounter powers - they fell like that 1/battle or 1/day restriction makes them "magical". OTOH, if you think about fights in narratives (action movies, comic books, etc.) there are often stunts that a character will only be able to get away with once in a fight - or even once in a whole movie/story. If you think about martial maneuvers that way then the restrictions make more sense - they're narrative restrictions on the fight scenes, not descriptions of a character's capability. Many people HATE this aspect of 4e and I understand that - if you want to think of a character's abilities as purely descriptions of "what they are capable of" you're likely not going to like that framework.</p><p></p><p>Some folks do not like this kind of rules framework - and that's okay. If you don't like the idea of "powers" that are just mechanical descriptions of maneuvers that a trained fighter has then 4e is not going to be the game for you. If you can't help but think of any "special ability" that a character has as "magic" then 4e will be a stumbling block. OTOH, if you're okay with viewing the "powers" that a fighter has as special maneuvers that they can perform, then 4e might work for you.</p></blockquote><p></p>
[QUOTE="Jer, post: 7614907, member: 19857"] Every class doesn't have "magic" - every class has "powers". There's a difference. Fighters, warlords, and other martial classes in 4e have powers in the same way that Batman has powers in a Mutants & Masterminds game - the various maneuvers that Batman can make are given a mechanical expression as a "power" that has a narrative description that matches the expectation of what Batman can do. The fact that they are mechanically realized in the game as "powers" is a game mechanism that is supposed to be separate from the fiction. Some folks also don't like that martial characters have daily/encounter powers - they fell like that 1/battle or 1/day restriction makes them "magical". OTOH, if you think about fights in narratives (action movies, comic books, etc.) there are often stunts that a character will only be able to get away with once in a fight - or even once in a whole movie/story. If you think about martial maneuvers that way then the restrictions make more sense - they're narrative restrictions on the fight scenes, not descriptions of a character's capability. Many people HATE this aspect of 4e and I understand that - if you want to think of a character's abilities as purely descriptions of "what they are capable of" you're likely not going to like that framework. Some folks do not like this kind of rules framework - and that's okay. If you don't like the idea of "powers" that are just mechanical descriptions of maneuvers that a trained fighter has then 4e is not going to be the game for you. If you can't help but think of any "special ability" that a character has as "magic" then 4e will be a stumbling block. OTOH, if you're okay with viewing the "powers" that a fighter has as special maneuvers that they can perform, then 4e might work for you. [/QUOTE]
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Should I play 4e?
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