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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
The "We Can't Roleplay" in 4E Argument
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<blockquote data-quote="Nemesis Destiny" data-source="post: 5574806" data-attributes="member: 98255"><p>The editions have come and gone over the 24-odd years that I've been playing RPGs and specifically D&D, but one thing remains constant - that sessions still go by where not a single attack roll is made and we still get so wrapped up in character and story that we end up playing far longer than intended.</p><p></p><p>The only thing that I've noticed being any different is the <em>style</em> of combat, in that things are much more tactical now). Not even the length so much. 3e combats still took a very long time, especially at higher levels. I remember several doozies from the 2e era even. And the Combat & Tactics book made 2e fairly heavily tactical as well.</p><p></p><p>I found the 3e skill system to be burdensome to character development and background, as it ate up resources you could be spending on "survival" skills. Ditching the need to slot and rank your fluff and background skills is, IMHO, a *huge* leap forward.</p><p></p><p>Clearly not everybody enjoys this design element and feels the need to mechanically represent everything, which is fine, but then I might suggest they stick with what works for them, or houserule another option, such as an additional, separate pool of skills to be spend on only non-combat stuff (which you get to make up). Wanna shred on your lute better than anyone? Slot it with one of these. Call yourself trained, add in appropriate stat modifier. If you're really good, maybe you get the equivalent of skill focus, and if you play a masterwork or magic lute... you're further ahead with an item bonus.</p><p></p><p>For this to work, obviously your DM has to be on board (or your players if you are the DM), and requires a little bit of handwaving and line drawing. Everybody can't be a master of everything, but it still allows for the freedom of the 4e system while still scratching that "gotta represent everything with numbers" itch that some folks have. Where you draw your lines will be up to you or your DM or your group or whatever, but you can be pretty liberal, since it doesn't impact game balance much.</p><p></p><p>Granting characters an equal number of background/craft/profession skills to their class skills, or based on the modifier for their highest mental stat, or just fixing it at a flat number between 3 and 5 isn't out of whack. Most of these "skills" don't matter in a typical adventure (and when they do it will/should be only *because* you took those skills and the DM decided to make them relevant by giving your character background a moment in the spotlight), and thus don't add to character power.</p><p></p><p>This may not work for everyone, but it is one possible way to handle it.</p></blockquote><p></p>
[QUOTE="Nemesis Destiny, post: 5574806, member: 98255"] The editions have come and gone over the 24-odd years that I've been playing RPGs and specifically D&D, but one thing remains constant - that sessions still go by where not a single attack roll is made and we still get so wrapped up in character and story that we end up playing far longer than intended. The only thing that I've noticed being any different is the [I]style[/I] of combat, in that things are much more tactical now). Not even the length so much. 3e combats still took a very long time, especially at higher levels. I remember several doozies from the 2e era even. And the Combat & Tactics book made 2e fairly heavily tactical as well. I found the 3e skill system to be burdensome to character development and background, as it ate up resources you could be spending on "survival" skills. Ditching the need to slot and rank your fluff and background skills is, IMHO, a *huge* leap forward. Clearly not everybody enjoys this design element and feels the need to mechanically represent everything, which is fine, but then I might suggest they stick with what works for them, or houserule another option, such as an additional, separate pool of skills to be spend on only non-combat stuff (which you get to make up). Wanna shred on your lute better than anyone? Slot it with one of these. Call yourself trained, add in appropriate stat modifier. If you're really good, maybe you get the equivalent of skill focus, and if you play a masterwork or magic lute... you're further ahead with an item bonus. For this to work, obviously your DM has to be on board (or your players if you are the DM), and requires a little bit of handwaving and line drawing. Everybody can't be a master of everything, but it still allows for the freedom of the 4e system while still scratching that "gotta represent everything with numbers" itch that some folks have. Where you draw your lines will be up to you or your DM or your group or whatever, but you can be pretty liberal, since it doesn't impact game balance much. Granting characters an equal number of background/craft/profession skills to their class skills, or based on the modifier for their highest mental stat, or just fixing it at a flat number between 3 and 5 isn't out of whack. Most of these "skills" don't matter in a typical adventure (and when they do it will/should be only *because* you took those skills and the DM decided to make them relevant by giving your character background a moment in the spotlight), and thus don't add to character power. This may not work for everyone, but it is one possible way to handle it. [/QUOTE]
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