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The "real" reason the game has changed.
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<blockquote data-quote="shadzar" data-source="post: 5428743" data-attributes="member: 6667746"><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f615.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":confused:" title="Confused :confused:" data-smilie="5"data-shortname=":confused:" /> It does?</p><p></p><p></p><p></p><p>Granted they weren't the default style the wizard was depicted as, but even before the above, a DM could change things as they see fit. Don't like clerics unable to use blades, then let them use blades as well.</p><p></p><p>Where these defaults are set at the beginning of AD&D, 4th evens out all classes to have similarities, so forces some thigns on you as you play, rahter than letting you decide how you advance. So if in AD&D you chose the wizard, you either worked with the group to remove the banishment of swords, or you accepted it and still could choose what other things you did as you leveled for character growth, rather than your growth being decided for you; as i think BryonD is suggesting with the things 4th dictates as the character grows which impedes player decided growth options for the character. Also was replying to a comment directly about 4th edition, so really including other editions would just be diluting the conversation.</p><p></p><p>No edition can really force the story, unless you allow it to; but some are pushing it hard enough to notice more when the mechanics are applied: swordles wizards, bladeles celric, wizards gainging in ability to climb, etc.</p><p></p><p>HeroQuest IS a weaker vehicle for story-rich roleplaying where the players get to take part in forming that story as the game is built around one plot...escape from capture. So long as you are telling that story, you are fine, but divert from it and the game itself doesn't offer anything for that. You have to make your own tiles, make someone to rescue or any number of things to break out of Zargon/Morcar's arena. The GM can change all this, but the game again isn't designed for it unles you design your own components or expect to see bookcases and walled rooms in forests and such, or are in VERY small cities with the same design and the buildings all in the same place, etc.</p></blockquote><p></p>
[QUOTE="shadzar, post: 5428743, member: 6667746"] :confused: It does? Granted they weren't the default style the wizard was depicted as, but even before the above, a DM could change things as they see fit. Don't like clerics unable to use blades, then let them use blades as well. Where these defaults are set at the beginning of AD&D, 4th evens out all classes to have similarities, so forces some thigns on you as you play, rahter than letting you decide how you advance. So if in AD&D you chose the wizard, you either worked with the group to remove the banishment of swords, or you accepted it and still could choose what other things you did as you leveled for character growth, rather than your growth being decided for you; as i think BryonD is suggesting with the things 4th dictates as the character grows which impedes player decided growth options for the character. Also was replying to a comment directly about 4th edition, so really including other editions would just be diluting the conversation. No edition can really force the story, unless you allow it to; but some are pushing it hard enough to notice more when the mechanics are applied: swordles wizards, bladeles celric, wizards gainging in ability to climb, etc. HeroQuest IS a weaker vehicle for story-rich roleplaying where the players get to take part in forming that story as the game is built around one plot...escape from capture. So long as you are telling that story, you are fine, but divert from it and the game itself doesn't offer anything for that. You have to make your own tiles, make someone to rescue or any number of things to break out of Zargon/Morcar's arena. The GM can change all this, but the game again isn't designed for it unles you design your own components or expect to see bookcases and walled rooms in forests and such, or are in VERY small cities with the same design and the buildings all in the same place, etc. [/QUOTE]
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