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General Tabletop Discussion
*Pathfinder & Starfinder
[Very Long] Combat as Sport vs. Combat as War: a Key Difference in D&D Play Styles...
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<blockquote data-quote="AbdulAlhazred" data-source="post: 5812496" data-attributes="member: 82106"><p>Well, this is kind of a separate issue and not really too relevant to the topic here, but I'd just basically note that in 4e you replace lower level powers with higher level ones, and thus often higher level powers ARE literally incremental improvements on lower level ones. I'm not really sure that says a lot about the overall intent. Presumably the designer is simply wanting to provide a more potent version of an option that a player can pick at higher level. I think it is fair to note that this creates a situation where the name and fluff of the higher level power is 'more of the same, but better' essentially. </p><p></p><p>There are 4e-specific questions about scalability and maintainability of the system that arise from this of course. IMHO it isn't an issue that touches on the basic concept and structure of powers or how adaptable they are. I think those issues have been pretty well discussed in other places though. </p><p></p><p>I don't doubt there is a vocal group of 4e advocates online that have a very militant idea about mechanics being uppermost. I question how much that exists in a practical sense in most real play, but I'd only be citing the anecdote of a couple groups I have run that don't seem to have that attitude. I suspect maybe 1 or 2 players I've run games for might come down on that side of things, possibly. 4e's presentation certainly didn't DETER that kind of thinking either, you were perfectly free to interpret it either way really as I read it. Maybe that was a bad thing? Not sure.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 5812496, member: 82106"] Well, this is kind of a separate issue and not really too relevant to the topic here, but I'd just basically note that in 4e you replace lower level powers with higher level ones, and thus often higher level powers ARE literally incremental improvements on lower level ones. I'm not really sure that says a lot about the overall intent. Presumably the designer is simply wanting to provide a more potent version of an option that a player can pick at higher level. I think it is fair to note that this creates a situation where the name and fluff of the higher level power is 'more of the same, but better' essentially. There are 4e-specific questions about scalability and maintainability of the system that arise from this of course. IMHO it isn't an issue that touches on the basic concept and structure of powers or how adaptable they are. I think those issues have been pretty well discussed in other places though. I don't doubt there is a vocal group of 4e advocates online that have a very militant idea about mechanics being uppermost. I question how much that exists in a practical sense in most real play, but I'd only be citing the anecdote of a couple groups I have run that don't seem to have that attitude. I suspect maybe 1 or 2 players I've run games for might come down on that side of things, possibly. 4e's presentation certainly didn't DETER that kind of thinking either, you were perfectly free to interpret it either way really as I read it. Maybe that was a bad thing? Not sure. [/QUOTE]
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[Very Long] Combat as Sport vs. Combat as War: a Key Difference in D&D Play Styles...
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