Thunderfoot
Hero
It seems to me that the focus of this upcoming edition is that adventurers are 'heroes' more along the lines of Superman and Batman than Bilbo Baggins and Wil Ohmsford. While this isn't necessarily a bad thing, I am wondering if the possibility of the everyman hero is going to be a lost part of the history of gaming once the 4e rules are dropped.
I personally like to play and see played the regular Joe rising above adversity to take on a power that is seemingly unstoppable. Yes its cliche, but its what makes fantasy work for me. I guess my biggest fear is that with all of the discussion of changes that have been released so far, I don't see the possibility of the 'common man' doing anything but polishing the boots of Mr. Hero. I realize that for the majority of folks, this isn't a problem, but as someone who has played for years (30 by the time they print 4e) I would hate to think that I would be excluded from a hobby that has sustained me for the vast bulk of my time on earth.
Am I overreacting, or does anyone think that the rules will be as fluid as past editions so that if I need to 'dumb down' the power a bit I'll be able to. I'm getting too old and too busy to keep re-writing the rulebooks to fit my campaigns and I would really like to not have to play multiple systems in order to get the right balance for which I am looking.
If anyone has any resources that point to the opposite or anything along those lines (or if the designers would like to weigh in) I would love the point in the right direction. Thanks.
I personally like to play and see played the regular Joe rising above adversity to take on a power that is seemingly unstoppable. Yes its cliche, but its what makes fantasy work for me. I guess my biggest fear is that with all of the discussion of changes that have been released so far, I don't see the possibility of the 'common man' doing anything but polishing the boots of Mr. Hero. I realize that for the majority of folks, this isn't a problem, but as someone who has played for years (30 by the time they print 4e) I would hate to think that I would be excluded from a hobby that has sustained me for the vast bulk of my time on earth.
Am I overreacting, or does anyone think that the rules will be as fluid as past editions so that if I need to 'dumb down' the power a bit I'll be able to. I'm getting too old and too busy to keep re-writing the rulebooks to fit my campaigns and I would really like to not have to play multiple systems in order to get the right balance for which I am looking.
If anyone has any resources that point to the opposite or anything along those lines (or if the designers would like to weigh in) I would love the point in the right direction. Thanks.