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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Thoughts of a 3E/4E powergamer on starting to play 5E
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<blockquote data-quote="Imaro" data-source="post: 6862159" data-attributes="member: 48965"><p>So what if my barbarian character has the "vow"... "Big Weapons!!"? Does he in turn get inspiration whenever he uses a big weapon? If not, why not? If so... then we are right back where we started from. This touches slightly on why I don't agree that games like MHRP, HeroQuest and OtE are all that great at mechanically representing </p><p></p><p></p><p></p><p>I disagree... you are looking at one way which the Monk class has to enhance "protagonistic play" and judging the game system in a single isolated comparison. It would be like claiming that 5e somehow diminishes protagonistic play for fighters because they don't get the mionk's movement abilities... If anything the game has to be looked at holistically before drawing the type of conclusion you have above.</p><p></p><p></p><p></p><p>I disagree here... what systems like the ones you have listed above do, at least IMO, is push the heavy lifting off on the GM and/or the group as a whole. Instead of telling us what the mechanical difference is between a greatsword and a shortsword they create a situation where there isn't any mechanically and then leave the fictional differences to be sorted out by the individual gaming group. Some may prefer this approach but ultimately I've come to realize that for me and my group it provides no mechanical "umph" or weight to choices... forces us to balance the game ourselves, in respect to broad vs. more specific descriptors (Master of bladed weapons vs. Warhammer Savant) and what they can or can't accomplish (Son of Krypton born in the Phantom Zone vs. Plastic Man). So no I don't agree that the systems themselves are particularly good at representing a wide variety of character types mechanically because the games like HeroQuest, Fate, etc essentially eliminate there being an actual choice with weight.</p></blockquote><p></p>
[QUOTE="Imaro, post: 6862159, member: 48965"] So what if my barbarian character has the "vow"... "Big Weapons!!"? Does he in turn get inspiration whenever he uses a big weapon? If not, why not? If so... then we are right back where we started from. This touches slightly on why I don't agree that games like MHRP, HeroQuest and OtE are all that great at mechanically representing I disagree... you are looking at one way which the Monk class has to enhance "protagonistic play" and judging the game system in a single isolated comparison. It would be like claiming that 5e somehow diminishes protagonistic play for fighters because they don't get the mionk's movement abilities... If anything the game has to be looked at holistically before drawing the type of conclusion you have above. I disagree here... what systems like the ones you have listed above do, at least IMO, is push the heavy lifting off on the GM and/or the group as a whole. Instead of telling us what the mechanical difference is between a greatsword and a shortsword they create a situation where there isn't any mechanically and then leave the fictional differences to be sorted out by the individual gaming group. Some may prefer this approach but ultimately I've come to realize that for me and my group it provides no mechanical "umph" or weight to choices... forces us to balance the game ourselves, in respect to broad vs. more specific descriptors (Master of bladed weapons vs. Warhammer Savant) and what they can or can't accomplish (Son of Krypton born in the Phantom Zone vs. Plastic Man). So no I don't agree that the systems themselves are particularly good at representing a wide variety of character types mechanically because the games like HeroQuest, Fate, etc essentially eliminate there being an actual choice with weight. [/QUOTE]
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