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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="spinozajack" data-source="post: 6636581" data-attributes="member: 6794198"><p>Problem was, as soon as you realize everything is fluff, the only reason to pick one power or combo or race or class or weapon, over any other, is mechanical advantage. Which makes the game the perfect min maxer's dream. It was fun going through all the powers, but once you figure out which are the best ones to take, most of the shine of refluffing is gone. It robs the game of a lot when you can imagine that a staff is exactly the same as a sword in terms of effect or impact on the story. Even the weapon category starts to become meaningless at that point. Fire isn't fire, ice isn't ice but my own invention ice-fire, which glows red and burns stuff so you can't tell that it's not real fire. Of course I picked that because I want a flame sword wielding PC, but ice damage is leaps and bounds better due to feat and item support. Once you can literally change fire to ice and ice to fire, and a staff into a sword and vice versa, a question presents itself : "what does the game actually mean when everything in it is completely fungible like this?". Is it a dream? Or some kind of haze.</p><p></p><p>To me a sword is a sword and a staff is a staff, if it does bludgeoning damage it by definition doesn't have an edge to it. But of course all the keywords in the game are also fungible, so marking means anything, hit points mean anything, swords can be staves and fire can be indistinguishable from ice. Is that great? Or terrible. I guess the way you answer that question is a good predictor of what kind of game you like (or love). If the flavor text is mutable, why read the book? Just pick the best power every time, refluff, and you're done.</p></blockquote><p></p>
[QUOTE="spinozajack, post: 6636581, member: 6794198"] Problem was, as soon as you realize everything is fluff, the only reason to pick one power or combo or race or class or weapon, over any other, is mechanical advantage. Which makes the game the perfect min maxer's dream. It was fun going through all the powers, but once you figure out which are the best ones to take, most of the shine of refluffing is gone. It robs the game of a lot when you can imagine that a staff is exactly the same as a sword in terms of effect or impact on the story. Even the weapon category starts to become meaningless at that point. Fire isn't fire, ice isn't ice but my own invention ice-fire, which glows red and burns stuff so you can't tell that it's not real fire. Of course I picked that because I want a flame sword wielding PC, but ice damage is leaps and bounds better due to feat and item support. Once you can literally change fire to ice and ice to fire, and a staff into a sword and vice versa, a question presents itself : "what does the game actually mean when everything in it is completely fungible like this?". Is it a dream? Or some kind of haze. To me a sword is a sword and a staff is a staff, if it does bludgeoning damage it by definition doesn't have an edge to it. But of course all the keywords in the game are also fungible, so marking means anything, hit points mean anything, swords can be staves and fire can be indistinguishable from ice. Is that great? Or terrible. I guess the way you answer that question is a good predictor of what kind of game you like (or love). If the flavor text is mutable, why read the book? Just pick the best power every time, refluff, and you're done. [/QUOTE]
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