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Thoughts after three sessions of 4E
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<blockquote data-quote="Gothmog" data-source="post: 4328997" data-attributes="member: 317"><p><em></em></p><p><em></em></p><p><em>Teamwork is critical in 4e, and its something my players are still getting used to. No cooperation and lack of teamwork = death.</em></p><p><em></em></p><p><em>This is markedly different than in 3e, and it takes a while to get used to it. 3e tried to make it so every character had his moment in the spotlight (which is a good thing). Problem with that is that once some people get their moment in the spotlight, they don't want to give it up. So we saw a preponderance of multiclassing, buffs, magic item escalation, etc as party members tried to outdo each other. I've seen guys who were incredible roleplayers in 1e/2e and other systems get caught up in this (basically, glory hogs wanting the spotlight all for themselves) and become obsessive rules-mastery powergamers (some to the point of munchkinism). Heck, you almost had to do this if one person started it, or else you looked like a chump. </em></p><p><em></em></p><p><em>From my experience so far, 4e is more about allowing the party as a collective to shine and have the spotlight- no single member is so powerful that they can overshadow or dominate the party, but they are all key players. I don't know how many times so far in 4e a character does something to save another party member or swing the battle in the party's favor, and my players go "wow, COOL!" without the one-upsmanship or jealousy that came with 3e. Requiring teamwork/cooperation is MUCH better game design, and one of the big strengths of 4e.</em></p><p><em></em></p><p><em>And Merric, you're absolutely correct, PCs are pretty "squishy" in 4e when they are facing an equal level encounter, or if they get surrounded and flanked. The PCs in my homebrew game are 4th level now, and they still routinely have characters going down from a bad tactical moment (mostly flanking, but also a few times from being boxed-in) or from a monster ability they hadn't expected. Because the threat of death is more real now at every level of play, the combats have more of an "edge of your seat" atmosphere to them, and they are fast-paced enough to keep players engaged and excited. Again, this is excellent game design.</em></p></blockquote><p></p>
[QUOTE="Gothmog, post: 4328997, member: 317"] [i] Teamwork is critical in 4e, and its something my players are still getting used to. No cooperation and lack of teamwork = death. This is markedly different than in 3e, and it takes a while to get used to it. 3e tried to make it so every character had his moment in the spotlight (which is a good thing). Problem with that is that once some people get their moment in the spotlight, they don't want to give it up. So we saw a preponderance of multiclassing, buffs, magic item escalation, etc as party members tried to outdo each other. I've seen guys who were incredible roleplayers in 1e/2e and other systems get caught up in this (basically, glory hogs wanting the spotlight all for themselves) and become obsessive rules-mastery powergamers (some to the point of munchkinism). Heck, you almost had to do this if one person started it, or else you looked like a chump. From my experience so far, 4e is more about allowing the party as a collective to shine and have the spotlight- no single member is so powerful that they can overshadow or dominate the party, but they are all key players. I don't know how many times so far in 4e a character does something to save another party member or swing the battle in the party's favor, and my players go "wow, COOL!" without the one-upsmanship or jealousy that came with 3e. Requiring teamwork/cooperation is MUCH better game design, and one of the big strengths of 4e. And Merric, you're absolutely correct, PCs are pretty "squishy" in 4e when they are facing an equal level encounter, or if they get surrounded and flanked. The PCs in my homebrew game are 4th level now, and they still routinely have characters going down from a bad tactical moment (mostly flanking, but also a few times from being boxed-in) or from a monster ability they hadn't expected. Because the threat of death is more real now at every level of play, the combats have more of an "edge of your seat" atmosphere to them, and they are fast-paced enough to keep players engaged and excited. Again, this is excellent game design.[/i] [/QUOTE]
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