The Heroic Impulse: Where Have All the Heroes Gone?

Regardless of edition, the games I'm in generally have heroic characters. Sure, there are players that opt for antihero or reluctant hero but it's either them trying variety in style or they are like that all the time -- so it isn't a time/generation/edition/etc factor.

A heroic mentality for roleplaying a character is a function of the union between player-mentality and group-mentality, not a direct function of game edition, mathematical representation of effects, or generation.
(at least in my experiences)
 

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No, I don't think 4E sucks. And all the games use math. That wasn't the point at all.

Really? Well then perhaps you should cut out the flowery language and make your points that are backing up your thesis statement a bit clearer then.

Because I got from it "Are heroes born of the imagination, or are heroes born out of the numbers that make him up?" And since the first tip-toe into an edition flame war is "there's no fluff in 4E, it's just balanced crunch"... that tells me pretty clearly you're looking for people to debate both sides.
 



Personal attacks or insults will not be tolerated.

Got it? Don't start, people. If you don't like what he's saying to the point that you have to get personal, just don't post.
 


If you are seeing fewer "heroes" today of the type you once saw, that is probably a lot more social trending than edition-based. People are simply more jaded, and more cynical, than they were 20 years ago.

As far as heroism within the game, though, I think you might also be seeing the result of more careful encounter balancing. Of old, players were rewarded for taking on the toughest encounters they could possibly handle (in terms of XP and possible treasure), so that a "How can I handle this threat?" attitude was more prevelant. Within 3.X speak, if you could figure out a way to take the CR 5 encounter at level 1, you would do so. Of course, the modern "encounter as unit of interest" design means that what is considered an approriate 5th level encounter then and now are two different beasts.

Within the Megadungeon concept, where players choose the level they delve at, Level 1 usually contained encounters appropriate for PCs level 1-3, level 2 for PCs level 3-5, level 3 for PCs 5-7, etc. There was a flatter power curve, enabling lower-level PCs to reach for greater heights as those heights were defined by the system. An ogre is WotC-D&D is simply more likely to win a fight against level 1 PCs than an ogre was in TSR-D&D, because the scaling is different. What you might accomplish through luck, wit, and gumption in 1e is far too often suicidal in 3e.

This is, actually, one of the effects that I am trying to re-engineer into RCFG....a flatter power curve, allowing lower-level PCs to have a chance against higher-level monsters.

And, for the record, it isn't that difficult to house rule any edition of D&D to make it closer to the normatives of 1e. Several good house rules have been suggested on EN World (mostly to reduce combat grind) that would also help to flatten the power curve in 4e. Well, the monster power curve, anyway. Chief among them? Half the total hit points of all non-minion monsters.


RC
 



The Heroic Impulse: Where Have All the Heroes Gone?

When I was younger I played games in which I took on the role of a Hero. Later on, when I got older I discovered RPGs...

I think that's your answer. If you found a way to imagine being an Hero before discovering RPGs, and cannot now, that seems like a failure of the imagination. True heros aren't preventable by rules any more than they are by their own shortcomings.
 

Rules don't effect what kind of character you wish to play, he can be a anti-hero, a villain, a thug, a hero, a reluctant hero, etc, etc, etc. With whatever edition you have. It is really that simple.
 

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