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<blockquote data-quote="pemerton" data-source="post: 6343959" data-attributes="member: 42582"><p>Well, if you want to be snarky about it . . .</p><p></p><p>Only 4e has a systematic framework that decouples item gain from looting (and hence allows the gifting of items by hermits).</p><p></p><p>Only 4e has a systematic XP framework (eg quests) that makes freeing the kingdom from the dragon tyrant in itself a significant contributor to PC advancement.</p><p></p><p>4e and 1996 OA both, as part of PC building, give PCs a backstory that integrates them into a conflict-riven gameworld (analogous to the kingdom ruled by a dragon tyrant).</p><p></p><p>In other words, it's not particularly about killing dragons, in a single blow or otherwise. It's about a game that has mechanics that support a story about fantasy heroics rather than fantasy mercenaries.</p><p></p><p>In 4e, I'm thinking of the XP rules (which include XP for quests and skill challenges), skill challenges as a general action resolution mechanic for a range of non-combat activities, and story elements which are presented already embedded in a default storyline of heroic conflict. OA isn't as well-developed in all these respects, but it has some classes whch receive XP on a basis other than gold looted, its Honour and Ancestry rules generate PCs already embedded in circumstances of heroic conflict, and it presents monsters that are also embedded in those same circumstances.</p></blockquote><p></p>
[QUOTE="pemerton, post: 6343959, member: 42582"] Well, if you want to be snarky about it . . . Only 4e has a systematic framework that decouples item gain from looting (and hence allows the gifting of items by hermits). Only 4e has a systematic XP framework (eg quests) that makes freeing the kingdom from the dragon tyrant in itself a significant contributor to PC advancement. 4e and 1996 OA both, as part of PC building, give PCs a backstory that integrates them into a conflict-riven gameworld (analogous to the kingdom ruled by a dragon tyrant). In other words, it's not particularly about killing dragons, in a single blow or otherwise. It's about a game that has mechanics that support a story about fantasy heroics rather than fantasy mercenaries. In 4e, I'm thinking of the XP rules (which include XP for quests and skill challenges), skill challenges as a general action resolution mechanic for a range of non-combat activities, and story elements which are presented already embedded in a default storyline of heroic conflict. OA isn't as well-developed in all these respects, but it has some classes whch receive XP on a basis other than gold looted, its Honour and Ancestry rules generate PCs already embedded in circumstances of heroic conflict, and it presents monsters that are also embedded in those same circumstances. [/QUOTE]
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