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<blockquote data-quote="Thasmodious" data-source="post: 4682222" data-attributes="member: 63272"><p>When you say things like this I really have to question if you've ever played 4e, DMed it or even read the books, because this statement shows a lack of knowledge of the 4e system. 4e has better mechanical support for creative stunts than any prior edition. The mechanics require one table and can cover just about any single action a player wishes to take. The table on pg. 42 of the DMG allows the DM to quickly and accurately assign a DC and determine an appropriate damage expression for the stunt or action. The way it works is by utilizing the framework already put into place with powers, skills, and opposed checks. It is simple and elegant and covers practically anything without having to have a whole series of individual subsystems to cover a bunch of different things.</p><p></p><p>A game system doesn't force you to roleplay, that has always been up to and come from the players involved. Some of the best roleplaying I've experienced in my long gaming life has been on an RP server in WoW. And it was a dedicated group of roleplayers who created that environment. If a group wants to roleplay, they do so.</p><p></p><p>4e has better mechanical support, by far, for roleplay elements than 3e did. Craft/profession was not some awe-inspiring roleplaying mechanic. It was a poorly realized attempt at making everything about a character, PC or NPC, have to have a number or you couldn't do it. It was limiting roleplaying, not supporting it. With that gone, 4e has the same "RP" skills that 3e had in bluff, intimidate, and diplomacy, but they add a system in which to apply those and all skills in a complex, mechanically supported framework that allows noncombat scenes to really be played out and not just come down to a single die roll.</p><p></p><p>4e's approach was to make noncombat encounters really meaninful. Skill challenges allow you to take your time with them, give many options and paths to victory or defeat, set goals and consequences and not hinge everything on a single die roll. Skill challenges also give xp, so they are more completely integrated with the whole system and engaging in them has the same potential rewards as a combat encounter. </p><p></p><p>Xechnao puts himself in the same boat as you when he ignores all this and goes about 4e being a boardgame or being solely combat focused. These positions are simply not supported by even a cursory examination of the books and certainly don't bear out in actual gameplay, which leads me to question the degree of actual experience either of you have with the game.</p></blockquote><p></p>
[QUOTE="Thasmodious, post: 4682222, member: 63272"] When you say things like this I really have to question if you've ever played 4e, DMed it or even read the books, because this statement shows a lack of knowledge of the 4e system. 4e has better mechanical support for creative stunts than any prior edition. The mechanics require one table and can cover just about any single action a player wishes to take. The table on pg. 42 of the DMG allows the DM to quickly and accurately assign a DC and determine an appropriate damage expression for the stunt or action. The way it works is by utilizing the framework already put into place with powers, skills, and opposed checks. It is simple and elegant and covers practically anything without having to have a whole series of individual subsystems to cover a bunch of different things. A game system doesn't force you to roleplay, that has always been up to and come from the players involved. Some of the best roleplaying I've experienced in my long gaming life has been on an RP server in WoW. And it was a dedicated group of roleplayers who created that environment. If a group wants to roleplay, they do so. 4e has better mechanical support, by far, for roleplay elements than 3e did. Craft/profession was not some awe-inspiring roleplaying mechanic. It was a poorly realized attempt at making everything about a character, PC or NPC, have to have a number or you couldn't do it. It was limiting roleplaying, not supporting it. With that gone, 4e has the same "RP" skills that 3e had in bluff, intimidate, and diplomacy, but they add a system in which to apply those and all skills in a complex, mechanically supported framework that allows noncombat scenes to really be played out and not just come down to a single die roll. 4e's approach was to make noncombat encounters really meaninful. Skill challenges allow you to take your time with them, give many options and paths to victory or defeat, set goals and consequences and not hinge everything on a single die roll. Skill challenges also give xp, so they are more completely integrated with the whole system and engaging in them has the same potential rewards as a combat encounter. Xechnao puts himself in the same boat as you when he ignores all this and goes about 4e being a boardgame or being solely combat focused. These positions are simply not supported by even a cursory examination of the books and certainly don't bear out in actual gameplay, which leads me to question the degree of actual experience either of you have with the game. [/QUOTE]
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