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So What is a Roleplaying Game? Forked Thread: Clark Peterson on 4E
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<blockquote data-quote="Remathilis" data-source="post: 4495826" data-attributes="member: 7635"><p>Can't the same be said of ALL versions of D&D?</p><p></p><p>In 3e, I don't add weapon points to my "sword" skill. I don't get synergy bonuses to great sword for having ranks in bastard sword. I can't resolve a conflict in melee with a single die roll (diplomacy, bluff) and I can't take 10 on a ranged attack if no foe is around me. Similarly, there is no "base skill bonus" determined by specific class (rogues get the highest, fighters the least?), etc. </p><p></p><p>Go back even further. My thief moved silently up to his foe with a percentile die roll (lower better), attacked with his d20 (higher better), got surprise on his foe the next round with a d6 (higher better), then rolled initiative on a d10 (lower better) to turn around and make another attack on a d20 (higher better) again before making a tumbling check on a d20 (lower better) to get away and then make a saving throw on a d20 (higher better) when the angry mage targeted him with <em>Hold Person</em>. </p><p></p><p>D&D has ALWAYS separated combat/non-combat, otherwise combat abilities and spellcasting would be skill-based and not class based (like Storyteller, d6, and MERPs did). The correllary to this is that every edition has granted wider rule-berth to combat resolution and left non-combat encounter resolution sketchy or incomplete. In that regard, 4e is really no different other than providing a framework for assigning DCs and XP for them.</p><p></p><p>(As a final though: 4e is closer to unifying skill/combat mechanics than any other. The generic formula for d20 rolls is [d20 + ability mod + 1/2 level + bonuses], where bonuses could be trained for skills and proficiency for weapons. Compare to 3e, where combat d20 rolls were [d20 + BAB + ability + bonuses], Saves were [d20 + Base Save + ability + bonuses] and Skills were [d20 + ranks + ability + bonuses].)</p></blockquote><p></p>
[QUOTE="Remathilis, post: 4495826, member: 7635"] Can't the same be said of ALL versions of D&D? In 3e, I don't add weapon points to my "sword" skill. I don't get synergy bonuses to great sword for having ranks in bastard sword. I can't resolve a conflict in melee with a single die roll (diplomacy, bluff) and I can't take 10 on a ranged attack if no foe is around me. Similarly, there is no "base skill bonus" determined by specific class (rogues get the highest, fighters the least?), etc. Go back even further. My thief moved silently up to his foe with a percentile die roll (lower better), attacked with his d20 (higher better), got surprise on his foe the next round with a d6 (higher better), then rolled initiative on a d10 (lower better) to turn around and make another attack on a d20 (higher better) again before making a tumbling check on a d20 (lower better) to get away and then make a saving throw on a d20 (higher better) when the angry mage targeted him with [I]Hold Person[/I]. D&D has ALWAYS separated combat/non-combat, otherwise combat abilities and spellcasting would be skill-based and not class based (like Storyteller, d6, and MERPs did). The correllary to this is that every edition has granted wider rule-berth to combat resolution and left non-combat encounter resolution sketchy or incomplete. In that regard, 4e is really no different other than providing a framework for assigning DCs and XP for them. (As a final though: 4e is closer to unifying skill/combat mechanics than any other. The generic formula for d20 rolls is [d20 + ability mod + 1/2 level + bonuses], where bonuses could be trained for skills and proficiency for weapons. Compare to 3e, where combat d20 rolls were [d20 + BAB + ability + bonuses], Saves were [d20 + Base Save + ability + bonuses] and Skills were [d20 + ranks + ability + bonuses].) [/QUOTE]
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