Whadaya callin' me?
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Now you're just ignoring my point completely and making fun of it. Fine by me.
You were saying earlier that you saw "a lot of people confusing that whole farmer brown thing with every possible starting character". What I am seeing, personally, is a lot of people who are taking things WAY too literally.
No reason to go on under these conditions, since I'm not willing to engage into hair-splitting matches. /out
- White Dwarf 24, 1981D&D is most fun for third to sixth level characters, who are strong enough to adventure without fear of immediate death, strong enough to have more combat options than flight, melee and sleep spells, but not so strong that they can laugh at monsters.
Always. It's like the Bible. If you see an apparent inaccuracy or contradiction, it's really just your own lack of understanding of the proper way in which to understand it.
....wait, what am I supposed to have said?
Um.
I don't think 4e's combat roles mean any sort of inherent risk-taking or option-making is lost. I do think that 4e mostly focuses tightly on individual encounters, and that a lot can be gained from widening the focus out to include the context in which those encounters occur. Part of this means that encounters become subordinate to the flow of the adventure/dungeon, which means some encounters would probably be riskier than others, and deciding between options in play may affect which encounters you ultimately deal with, and which ones you avoid.
Now I'm getting the what?
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This is equally true of the Campbellian hero.In 4e, you start as a Hero. Boom. You're already there.
Good post. The 4e designers didn't overlook it. They took it out, in order to change the play experience in the ways that you describe.This pretty much gets it for me.
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(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.