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<blockquote data-quote="CovertOps" data-source="post: 5263376" data-attributes="member: 65152"><p>Let me start with the disclaimer. I like 4e and don't feel that "sameness" that some people complain about, BUT, I can see that some people feel that way and here is the best way I can describe it based on one of my players who bitches about it frequently. Note: This explanation only works if you're familiar with Champions/Hero game system.</p><p></p><p>Every at-will power in 4e is a 15 point power</p><p>Every encounter power in 4e is a 30 point power</p><p>Every daily power in 4e is a 45 point power</p><p></p><p>Further descriptions:</p><p></p><p>The advent of Minor/Move/Standard for every PC has gotten rid of the difference between magic and weapon users. Since every attack is now a standard action, the only difference between attacks is the "special effect". To further explain this: Your melee basic attack is a 15 point [strength attack] with the "special effect" that you're using a sword. Your wizards magic missile is a 15 point [energy attack] with the "special effect" of "force daggers". In Hero terms both of these attacks are 3d6 (please don't try to compare the damage) or perhaps the magic missile is a 2d6 attack with extended range.</p><p></p><p>Ultimately my player described 4e characters as "cookie cutter" and while I get that from the unified experience chart/power advancement table such that "all characters are the same" I just don't agree with him that they are because they all DO different things.</p><p></p><p>You can't pay me enough money to go back to an action system that is different for casters vs. weapon users. I think that the Minor/Move/Standard is an excellent step forward, but if that is the kind of "game world" mechanics difference that some here are looking for then I won't agree with anything you have to say. At a certain point you have to give up simulation for balance or no one wants to play the 1st level wizard and no one wants to play the 20th level fighter or rogue because the wizard makes both of them unneeded. If WotC has somehow come up with a way to give out abilities in a different way, but maintain that balance (at-will/encounter/daily unified advancement chart) I will happily applaud the achievement, but I'm not convinced that that by itself will satisfy those here looking for 4e to have "differing mechanics".</p><p></p><p>Who wants to play the Rogue in a world of nothing but undead and constructs in 3.5?</p></blockquote><p></p>
[QUOTE="CovertOps, post: 5263376, member: 65152"] Let me start with the disclaimer. I like 4e and don't feel that "sameness" that some people complain about, BUT, I can see that some people feel that way and here is the best way I can describe it based on one of my players who bitches about it frequently. Note: This explanation only works if you're familiar with Champions/Hero game system. Every at-will power in 4e is a 15 point power Every encounter power in 4e is a 30 point power Every daily power in 4e is a 45 point power Further descriptions: The advent of Minor/Move/Standard for every PC has gotten rid of the difference between magic and weapon users. Since every attack is now a standard action, the only difference between attacks is the "special effect". To further explain this: Your melee basic attack is a 15 point [strength attack] with the "special effect" that you're using a sword. Your wizards magic missile is a 15 point [energy attack] with the "special effect" of "force daggers". In Hero terms both of these attacks are 3d6 (please don't try to compare the damage) or perhaps the magic missile is a 2d6 attack with extended range. Ultimately my player described 4e characters as "cookie cutter" and while I get that from the unified experience chart/power advancement table such that "all characters are the same" I just don't agree with him that they are because they all DO different things. You can't pay me enough money to go back to an action system that is different for casters vs. weapon users. I think that the Minor/Move/Standard is an excellent step forward, but if that is the kind of "game world" mechanics difference that some here are looking for then I won't agree with anything you have to say. At a certain point you have to give up simulation for balance or no one wants to play the 1st level wizard and no one wants to play the 20th level fighter or rogue because the wizard makes both of them unneeded. If WotC has somehow come up with a way to give out abilities in a different way, but maintain that balance (at-will/encounter/daily unified advancement chart) I will happily applaud the achievement, but I'm not convinced that that by itself will satisfy those here looking for 4e to have "differing mechanics". Who wants to play the Rogue in a world of nothing but undead and constructs in 3.5? [/QUOTE]
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