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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="Mallus" data-source="post: 5577773" data-attributes="member: 3887"><p>Thanks for summing up how I feel (succinctly, too). I should probably add I'm comfortable with having the rules describe only a small part of my characters, the tip of the fictional iceberg, so to speak.</p><p></p><p>I also wonder what people's reactions are to other systems which do the same thing -- focus on the "adventuring" skills and leave off the rest.</p><p></p><p>My group recently suspended our D&D 4e campaign and started playing Savage Worlds. It's a great little system, both compact and universal, with a fairly robust character creation system, full of various interesting knobs to twiddle. </p><p></p><p>But there's no real crafting system. No Perform: X, either (despite illustrations of nightclub singers and stage magicians in the book). There are professional feats, but they're not analogous to to 3e's Profession: X skill.</p><p></p><p>There <em>are</em> specific rules for making weird science gadgets/drugs, a Feat which allows you to repair your helicopter with duct tape and toothpicks, a la McGyver, and so on.</p><p></p><p>But if you want your character to be able to bake a world-class Linzer torte, dance like Fred Astaire, or build a stellar piece of Mid-Century Modern furniture... well, that's between you, your GM, and the generic task resolution system provided. SW isn't so different for 4e is this regard.</p><p></p><p>Is it difficult to role-play using Savage Worlds. If not, why?</p><p></p><p>BTW, I'm now picturing an espionage campaign in which Charles and Ray Eames are agents working for an secret outfit called the International Style...</p></blockquote><p></p>
[QUOTE="Mallus, post: 5577773, member: 3887"] Thanks for summing up how I feel (succinctly, too). I should probably add I'm comfortable with having the rules describe only a small part of my characters, the tip of the fictional iceberg, so to speak. I also wonder what people's reactions are to other systems which do the same thing -- focus on the "adventuring" skills and leave off the rest. My group recently suspended our D&D 4e campaign and started playing Savage Worlds. It's a great little system, both compact and universal, with a fairly robust character creation system, full of various interesting knobs to twiddle. But there's no real crafting system. No Perform: X, either (despite illustrations of nightclub singers and stage magicians in the book). There are professional feats, but they're not analogous to to 3e's Profession: X skill. There [i]are[/i] specific rules for making weird science gadgets/drugs, a Feat which allows you to repair your helicopter with duct tape and toothpicks, a la McGyver, and so on. But if you want your character to be able to bake a world-class Linzer torte, dance like Fred Astaire, or build a stellar piece of Mid-Century Modern furniture... well, that's between you, your GM, and the generic task resolution system provided. SW isn't so different for 4e is this regard. Is it difficult to role-play using Savage Worlds. If not, why? BTW, I'm now picturing an espionage campaign in which Charles and Ray Eames are agents working for an secret outfit called the International Style... [/QUOTE]
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General Tabletop Discussion
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The "We Can't Roleplay" in 4E Argument
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