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Speculation about "the feelz" of D&D 4th Edition
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<blockquote data-quote="AbdulAlhazred" data-source="post: 7034988" data-attributes="member: 82106"><p>Which CAN be fine, but you can sandbox within the encounter-driven stream of things too. It probably won't look like the detailed exploratory play type sandbox, but it can still be one.</p><p></p><p></p><p>Except I want quick, and the whole process of deciding between 18 skills and 6 different stat drivers for each one, and then adding up the bonuses, is not usually worth it. I want QUICK, and 4e's system gave you that with totally pre-set modifiers and which skill to use being almost always totally obvious. </p><p></p><p></p><p>Yeah, I mean I don't disagree that exploration, combat, and socializing aren't all significant realms of activity. I just like how in 4e they aren't DIFFERENT realms of activity so much, they all use a very similar format of play. That helps with the 'nobody is only good at one situation' stuff. And of course even in 4e some characters are usually bad at some things. Fighters have very little way to get useful social skills, though its still not hard to acquire them through background or MC feat or whatever.</p><p></p><p></p><p></p><p>Yes, its broad. One of my 'things' is the expressivity of systems as language. When a game has basically one core system it reuses then the other things that hang off that gain increased expressivity because they can be applied in many situations. So 'all significant situations are encounters' is POWERFUL because the same 'encounter language' (actions, powers, turn sequence, definitions of friend and enemy, etc) can all be applied in EVERY situation now, and not just some. If you want to swing a weapon in the middle of an SC, its trivial, and if you want to have a combat that is also an SC, that's trivial too.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 7034988, member: 82106"] Which CAN be fine, but you can sandbox within the encounter-driven stream of things too. It probably won't look like the detailed exploratory play type sandbox, but it can still be one. Except I want quick, and the whole process of deciding between 18 skills and 6 different stat drivers for each one, and then adding up the bonuses, is not usually worth it. I want QUICK, and 4e's system gave you that with totally pre-set modifiers and which skill to use being almost always totally obvious. Yeah, I mean I don't disagree that exploration, combat, and socializing aren't all significant realms of activity. I just like how in 4e they aren't DIFFERENT realms of activity so much, they all use a very similar format of play. That helps with the 'nobody is only good at one situation' stuff. And of course even in 4e some characters are usually bad at some things. Fighters have very little way to get useful social skills, though its still not hard to acquire them through background or MC feat or whatever. Yes, its broad. One of my 'things' is the expressivity of systems as language. When a game has basically one core system it reuses then the other things that hang off that gain increased expressivity because they can be applied in many situations. So 'all significant situations are encounters' is POWERFUL because the same 'encounter language' (actions, powers, turn sequence, definitions of friend and enemy, etc) can all be applied in EVERY situation now, and not just some. If you want to swing a weapon in the middle of an SC, its trivial, and if you want to have a combat that is also an SC, that's trivial too. [/QUOTE]
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