Aldarc
Legend
/shrug Sounds like D&D.When you wanna hurt a bad guy you just add your modifiers and roll a d20 regardless of how you're hurting them. And on and on and on it went.
/shrug Sounds like D&D.When you wanna hurt a bad guy you just add your modifiers and roll a d20 regardless of how you're hurting them. And on and on and on it went.
@EzekielRaiden mostly replied to this.Except Fighters and Barbarians also had area of effect attacks. And since an enemy target's saving throws were static, everyone rolled what was essentially an attack roll whether they targeted AC or Saves because they were all "Defenses". Very samey.
What system is this?When you wanna force a door open using an Ability Check the Wizard and the Barbarian both have the same chance to do it because Strength and Intelligence are interchangeable for the task.
Again, to me this seems to be identifying the play of a RPG with the technical mechanical minutiae, rather than the process of establishing the fiction and what that fiction consists in. I get that for videogames - there is no shared fiction in a videogame - but 4e was designed, I think, for people who enjoy what is distinctive about RPGing compared to videogames, namely, the shared fiction. Which is very different if it is fighter rather than a wizard that is involved in combat.when a Fighter and a Wizard hit multiple targets in a small area, in 3e and 5e, the Wizard casts a spell and the DM rolls saving throws while the fighter makes multiple attack rolls.
And if I were to make a Videogame where every "Spellmaster" had the same 10 templates of powers but you could change the damage type from Fire to Ice and it would make the visual change as well... It would still be a Fireball dealing Ice Damage. You'd still feel like you're playing the exact same character if you made them a Lightning Spellmaster because there's no actual difference in how the spells would function
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When you wanna hurt a bad guy you just add your modifiers and roll a d20 regardless of how you're hurting them. And on and on and on it went. I get they were going for maximum flexibility for a Videogameish feel (One that translated really well into Neverwinter though obviously it's not the same) but that lost granularity just wasn't doing it for me.
There's just a point where it becomes so homogenous that it gets dull for some people.
I thought that was the villain's line.Everything I see of these I think of the incredible, if everyone is special then no one is special.
The sentiment of these two sentences seems to be in contradiction.if everyone is special then no one is special. Every class should have something they are best at.
The thing is some of us like a balance. Some options rather than just one - but not an overwhelming number.Same here. Thus my preference for "one trick pony" martials.![]()
You're correct that 4e makes it so spells use attack rolls. But 5e also includes spells that involve attack rolls, lots of them actually. Everything from cantrips (fire bolt) to banishment effects (plane shift, used as a banishment, requires a ranged spell attack). According to 5e.tools, 34 spells currently include some component that involves a melee or ranged spell attack. (14 melee, 20 ranged.) And, as noted, there's at least one non-caster means by which one may attack multiple foes, such as the Sweeping Attack maneuver (available to anyone with a feat), and numerous maneuvers and non-spell effects call for saving throws. I don't understand why 5e is "not samey," when spells and attacks can do either thing (attack rolls, saving throws).Except when a Fighter and a Wizard hit multiple targets in a small area, in 3e and 5e, the Wizard casts a spell and the DM rolls saving throws while the fighter makes multiple attack rolls.
And if I were to make a Videogame where every "Spellmaster" had the same 10 templates of powers but you could change the damage type from Fire to Ice and it would make the visual change as well... It would still be a Fireball dealing Ice Damage. You'd still feel like you're playing the exact same character if you made them a Lightning Spellmaster because there's no actual difference in how the spells would function
When you wanna force a door open using an Ability Check the Wizard and the Barbarian both have the same chance to do it because Strength and Intelligence are interchangeable for the task. When you wanna hurt a bad guy you just add your modifiers and roll a d20 regardless of how you're hurting them. And on and on and on it went.
There's just a point where it becomes so homogenous that it gets dull for some people. Apparently not you or Neon Chameleon. Which is great. Seriously. I'm happy that you guys can play the naughty word out of 4e and enjoy yourselves.
But what I would prefer, which I kinda described? Is very much not 4e.
So...leaving your other points aside, you do realize that this was said by a supervillain, right? And not just a supervillain, but a specifically "angry about not being instantly beloved by senpai~~" supervillain. A supervillain who had built his whole life around trying to "prove" that Mr. Incredible was ACTUALLY the REAL jerk because he refused to accept the supervillain-kiddo's UNDYING LOVE AND PRAISE.Everything I see of these I think of the incredible, if everyone is special then no one is special.
(2) I think this post shows how 4e is written for people who engage RPGing via fiction rather than mechanics and rules text. Thus the differentiation between a fighter and wizard in 4e is not a matter of how the rules text is written and what the mechanics are; the difference is between the fiction that results from the play of one or the other (eg fighters threaten and cut down adjacent foes using their melee weapons; wizards call down magical energy in the form of fire, acid, cold, etc).
Well as best I can tell it's what I said in my posts: the RPGer who experienced this phenomenon of "4e homogeneity" come to RPGing in terms of the experience of manipuating the rules rather than the experience of the shared fiction. So their RPGing orientation is much closer to boardgaming or videogaming.The idea that the actual play of 4e produced homogeneity of archetypes is so estranged from the games I GMed I can't even fathom what was happening at these reported play experiences (that produced said homogeneity).
I guess, for some people, if you perform the same rule-required action (e.g. "make an attack roll"), then "ultimately" whatever you're doing MUST be the same, no matter how different the details may be. Having a unified mechanic = having only one action, or something.And this isn't even getting into how Theme + Paragon Path + Epic Destiny and each of their Quests will differentiate them (mechanically and within the fiction).

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.