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Speculation about "the feelz" of D&D 4th Edition
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<blockquote data-quote="doctorbadwolf" data-source="post: 7035571" data-attributes="member: 6704184"><p>I just wanna say that I really appreciate the way you have been breaking this stuff down in such a clear and organized way. </p><p></p><p>I also want to make clear that most fans of 4e didn't exactly examine the game at this level, but rather just played it and enjoyed it. </p><p></p><p>Yes, our games got even better when we finally read page 42 of the DMG, and even better still when we expanded on the rules there to include improvisation using your existing powers, but just changing some aspect of them. But the game was really fun for us even when we had too new an understanding of it to really start tweaking things. (A couple folks in our group are staunch proponents of the "don't houserules or homebrew until you know the game as written pretty well" philosophy) </p><p></p><p>But anyway, it's like the tactical thing. Yeah, 4e combat powers tend to have "tactical" elements, insofar as "tactical" can simply mean "more complex choices and consequences in combat than simple attacks and damage", but what we like about those powers isn't that they support tactical combat. It is everything you said in that other post that mentioned me, except we never examined it in those terms or that much detail. We just talk about how nice it is to know about how a given choice will go if it succeeds, how cool it is to have so many options both when building a character and leveling them, and in a given encounter (combat or not), etc. we don't even play tactically that often. </p><p></p><p>I do DM tactically, but that has been true since 2e, and has nothing to do with mechanics. I don't like the "glom onto a single target till it's dead, then move to the next" gameplay, so as a DM I discourage it by running monsters more tactically than the players are running their character, to push them to engage with the entire enemy force.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 7035571, member: 6704184"] I just wanna say that I really appreciate the way you have been breaking this stuff down in such a clear and organized way. I also want to make clear that most fans of 4e didn't exactly examine the game at this level, but rather just played it and enjoyed it. Yes, our games got even better when we finally read page 42 of the DMG, and even better still when we expanded on the rules there to include improvisation using your existing powers, but just changing some aspect of them. But the game was really fun for us even when we had too new an understanding of it to really start tweaking things. (A couple folks in our group are staunch proponents of the "don't houserules or homebrew until you know the game as written pretty well" philosophy) But anyway, it's like the tactical thing. Yeah, 4e combat powers tend to have "tactical" elements, insofar as "tactical" can simply mean "more complex choices and consequences in combat than simple attacks and damage", but what we like about those powers isn't that they support tactical combat. It is everything you said in that other post that mentioned me, except we never examined it in those terms or that much detail. We just talk about how nice it is to know about how a given choice will go if it succeeds, how cool it is to have so many options both when building a character and leveling them, and in a given encounter (combat or not), etc. we don't even play tactically that often. I do DM tactically, but that has been true since 2e, and has nothing to do with mechanics. I don't like the "glom onto a single target till it's dead, then move to the next" gameplay, so as a DM I discourage it by running monsters more tactically than the players are running their character, to push them to engage with the entire enemy force. [/QUOTE]
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