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The "real" reason the game has changed.
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<blockquote data-quote="pemerton" data-source="post: 5428869" data-attributes="member: 42582"><p>Shadzar, I think by HeroQuest you may be meaning the boardgame(? board-based RPG) of that name, whereas I am referring to the indie RPG written by Robin Laws. A lot of people regard it as a leading example of story-promoting roleplaying design. And its action resolution mechanics and encounter building guidelines resemble 4e skill challenges and encounter building guidelines in many respects. (This resemblance has been further consolidated by Robin Laws' role in authoring DMG2, but predates that particular rulebook.)</p><p></p><p>And as for your response in respect of Militant Wizards, (i) that didn't exist in 1st ed AD&D, (ii) I'll give you another example, then - an AD&D wizard can't raise the dead, whereas a 4e wizard can - and (iii) the "you can houserule" it reply surely applies equally to 4e. Nothing stops you, as a player, from just not adding your level bonus to your mage's Athletics skill if you really don't want to (although personally I think that using this houserule would miss the point of 4e design).</p><p></p><p>I personally haven't noticed this feature of 4e. The PCs do very different things both in combat and out of it, and my players are constantly making choices about the growth of their PCs, in terms of feat, power and skill selection and retraining as they level their PCs, establishing the in-game basis for their pending Paragon Paths, etc.</p><p></p><p>I'd be interested to hear more about the actual play that has led to you having the opposite experiences. My most recent actual play post of a 4e session is <a href="http://www.enworld.org/forum/general-rpg-discussion/299440-exploration-scenarios-my-experiment-last-sunday.html" target="_blank">here</a>.</p></blockquote><p></p>
[QUOTE="pemerton, post: 5428869, member: 42582"] Shadzar, I think by HeroQuest you may be meaning the boardgame(? board-based RPG) of that name, whereas I am referring to the indie RPG written by Robin Laws. A lot of people regard it as a leading example of story-promoting roleplaying design. And its action resolution mechanics and encounter building guidelines resemble 4e skill challenges and encounter building guidelines in many respects. (This resemblance has been further consolidated by Robin Laws' role in authoring DMG2, but predates that particular rulebook.) And as for your response in respect of Militant Wizards, (i) that didn't exist in 1st ed AD&D, (ii) I'll give you another example, then - an AD&D wizard can't raise the dead, whereas a 4e wizard can - and (iii) the "you can houserule" it reply surely applies equally to 4e. Nothing stops you, as a player, from just not adding your level bonus to your mage's Athletics skill if you really don't want to (although personally I think that using this houserule would miss the point of 4e design). I personally haven't noticed this feature of 4e. The PCs do very different things both in combat and out of it, and my players are constantly making choices about the growth of their PCs, in terms of feat, power and skill selection and retraining as they level their PCs, establishing the in-game basis for their pending Paragon Paths, etc. I'd be interested to hear more about the actual play that has led to you having the opposite experiences. My most recent actual play post of a 4e session is [url=http://www.enworld.org/forum/general-rpg-discussion/299440-exploration-scenarios-my-experiment-last-sunday.html]here[/url]. [/QUOTE]
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