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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
The Best Thing from 4E
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<blockquote data-quote="AbdulAlhazred" data-source="post: 6616447" data-attributes="member: 82106"><p>I think we keep cross-posting, lol. Honestly, I understand your argument. In the final analysis its like I say, some things just seem easily plausible, that you only get one shot at baiting in all the bad guys and whacking them all with your sword once a day. The CAGI power is a 'plot coupon', you get to do that. You can look at spells as the same sort of thing "the flow of mana is just right, FIREBALL!" and the wizard gets to pick when that is. </p><p></p><p>Some things just don't seem terribly plausible, that there are magical barriers against certain people using certain weapons. Yeah, maybe you can pick the "Priest of St Cuthbert" subclass or whatever and you give up edged weapons, but given that D&D is a game that aims to fill a number of related genre, and classic D&D actually goes against some of them (why are dwarves non-magical, in the Norse tales they derive from they are PURELY magical). I'm OK with that, as a "here's a description of a specific genre where A, B, and C" but it just seemed burdensome that the whole game included these fairly arbitrary restrictions. I think 4e is just better for having not only left them behind but actually actively supported the possibilities of having different conventions. </p><p></p><p>I mean frankly, in all of my 4e campaigns, nobody ran a dwarf wizard, or even a dwarf cleric, nor made wizard swing a sword (there was a swordmage, a bit different thing). I just prefer that when the game doesn't NEED for purely mechanical reasons to raise a barrier against something, that it doesn't. I think that's better policy in game design myself, unless you are specifically emulating some very narrow niche like reproducing some fantasy literary world or something and really NEED those restrictions. Even then I'd try to make them 'organic', the most logical choices for players to follow. In fact I just never saw the real need for 'wizards can't use a sword' in AD&D, they'd be stupid to use one anyway, except VERY rarely if they have no other option. I really doubt even a +5 Vorpal Sword would appeal to very many high level 2e wizards, they just have lots better things to do. Likewise restrictions against things like dwarf wizards, doesn't really NEED to be there, its more of a setting thing than anything else. </p><p></p><p>Most of these things were balance mechanisms tied very tightly to OD&D mechanics, and frankly they're just obsolete.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 6616447, member: 82106"] I think we keep cross-posting, lol. Honestly, I understand your argument. In the final analysis its like I say, some things just seem easily plausible, that you only get one shot at baiting in all the bad guys and whacking them all with your sword once a day. The CAGI power is a 'plot coupon', you get to do that. You can look at spells as the same sort of thing "the flow of mana is just right, FIREBALL!" and the wizard gets to pick when that is. Some things just don't seem terribly plausible, that there are magical barriers against certain people using certain weapons. Yeah, maybe you can pick the "Priest of St Cuthbert" subclass or whatever and you give up edged weapons, but given that D&D is a game that aims to fill a number of related genre, and classic D&D actually goes against some of them (why are dwarves non-magical, in the Norse tales they derive from they are PURELY magical). I'm OK with that, as a "here's a description of a specific genre where A, B, and C" but it just seemed burdensome that the whole game included these fairly arbitrary restrictions. I think 4e is just better for having not only left them behind but actually actively supported the possibilities of having different conventions. I mean frankly, in all of my 4e campaigns, nobody ran a dwarf wizard, or even a dwarf cleric, nor made wizard swing a sword (there was a swordmage, a bit different thing). I just prefer that when the game doesn't NEED for purely mechanical reasons to raise a barrier against something, that it doesn't. I think that's better policy in game design myself, unless you are specifically emulating some very narrow niche like reproducing some fantasy literary world or something and really NEED those restrictions. Even then I'd try to make them 'organic', the most logical choices for players to follow. In fact I just never saw the real need for 'wizards can't use a sword' in AD&D, they'd be stupid to use one anyway, except VERY rarely if they have no other option. I really doubt even a +5 Vorpal Sword would appeal to very many high level 2e wizards, they just have lots better things to do. Likewise restrictions against things like dwarf wizards, doesn't really NEED to be there, its more of a setting thing than anything else. Most of these things were balance mechanisms tied very tightly to OD&D mechanics, and frankly they're just obsolete. [/QUOTE]
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