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<blockquote data-quote="Reynard" data-source="post: 3762428" data-attributes="member: 467"><p>You make it sound like the whole point of per-encounter abilities is to make sure those nasty, mean DM's don't beat up on those poor, defenseless players anymore...</p><p></p><p>I don't think that has a lot to do with it. I think the reason for the shift is because the idea is that the only thing that is fun is combat and anything that takes a player/PC out of combat is unfun. I personally disagree with this assesssment -- I think combat is probably the least fun in regards to what makes a roleplaying game fun, as compared to other kinds of games -- but it seems to be the prevailing thought in the 4e design and marketing strategy.</p><p></p><p>If an adventure is only, say, 25% combat, then the wizard player doesn't "lose out" so much if the character runs out of resource halfway through. It is the fighter type the loses out the most, rather, unless the player makes him more that a door basher, monster slasher.</p><p></p><p>There's a very unique playstyle associated with exploratory dungeon crawls and I don't think it is for everyone. So I get why the game is moving away from mechanics that promote the style of play. But since that is my preferred style of play, my choices are limited to: houseruling the hell out o the game to get it "back" to being what I mean when I say D&D; or, just playing an old version that does what i want it to do in the first place.</p></blockquote><p></p>
[QUOTE="Reynard, post: 3762428, member: 467"] You make it sound like the whole point of per-encounter abilities is to make sure those nasty, mean DM's don't beat up on those poor, defenseless players anymore... I don't think that has a lot to do with it. I think the reason for the shift is because the idea is that the only thing that is fun is combat and anything that takes a player/PC out of combat is unfun. I personally disagree with this assesssment -- I think combat is probably the least fun in regards to what makes a roleplaying game fun, as compared to other kinds of games -- but it seems to be the prevailing thought in the 4e design and marketing strategy. If an adventure is only, say, 25% combat, then the wizard player doesn't "lose out" so much if the character runs out of resource halfway through. It is the fighter type the loses out the most, rather, unless the player makes him more that a door basher, monster slasher. There's a very unique playstyle associated with exploratory dungeon crawls and I don't think it is for everyone. So I get why the game is moving away from mechanics that promote the style of play. But since that is my preferred style of play, my choices are limited to: houseruling the hell out o the game to get it "back" to being what I mean when I say D&D; or, just playing an old version that does what i want it to do in the first place. [/QUOTE]
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