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So What is a Roleplaying Game? Forked Thread: Clark Peterson on 4E
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<blockquote data-quote="Darrin Drader" data-source="post: 4494829" data-attributes="member: 7394"><p>IN my opinion, the definition of a roleplaying game is a game that includes the following:</p><p></p><p>Allows you to take on a uniquely designed persona of a fictional character</p><p></p><p>Provides rules for improving that character</p><p></p><p>Provides rules for task resolution, including combat</p><p></p><p>Provides rules to help the GM adjudicate social interaction</p><p></p><p>I think that if you remove any of those, it stops being an RPG. It is true that if you go back to 1st edition and 2nd edition, the rules for social interaction were secondary at best, and the primary two items that you concerned yourself with were race and class, so characters were less unique. Their uniqueness were a function of ability scores, which didn't actually always have an effect on the game, and pure concept rather than mechanics enabling the concept. Does that mean that first and second edition weren't true RPGs? No, it just means that the concept has evolved. </p><p></p><p>4E has numerous problems, but one of them is the fact that the core rules do not provide a mechanical means to make unique characters. Feats have been neutered to the point of redundancy, and the only thing that really matter are your powers. You're back to earlier editions becuase the options available are so few. Despite the pages upon pages that they devoted to each class, there's only a couple different builds available for each class. Nevermind the fact that powers don't function anything like class abilities. All the forced movement, damaging on a miss, and short term conditions just cause the game to devolve into repetative gamist crap.</p></blockquote><p></p>
[QUOTE="Darrin Drader, post: 4494829, member: 7394"] IN my opinion, the definition of a roleplaying game is a game that includes the following: Allows you to take on a uniquely designed persona of a fictional character Provides rules for improving that character Provides rules for task resolution, including combat Provides rules to help the GM adjudicate social interaction I think that if you remove any of those, it stops being an RPG. It is true that if you go back to 1st edition and 2nd edition, the rules for social interaction were secondary at best, and the primary two items that you concerned yourself with were race and class, so characters were less unique. Their uniqueness were a function of ability scores, which didn't actually always have an effect on the game, and pure concept rather than mechanics enabling the concept. Does that mean that first and second edition weren't true RPGs? No, it just means that the concept has evolved. 4E has numerous problems, but one of them is the fact that the core rules do not provide a mechanical means to make unique characters. Feats have been neutered to the point of redundancy, and the only thing that really matter are your powers. You're back to earlier editions becuase the options available are so few. Despite the pages upon pages that they devoted to each class, there's only a couple different builds available for each class. Nevermind the fact that powers don't function anything like class abilities. All the forced movement, damaging on a miss, and short term conditions just cause the game to devolve into repetative gamist crap. [/QUOTE]
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