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<blockquote data-quote="AllisterH" data-source="post: 4251020" data-attributes="member: 51325"><p>This is handled more elegantly with the ritual system and skill system than ever before. When "out of combat" magic was only the purview of the wizard, it didn't ENCOURAGE roleplaying. In fact, it did the reverse. Let's say you have two players, one a 3E fighter and the other a 3E wizard. The fighter LITERALLY was useless out of combat not only because of the lack of skills/spells but the fact that the other classes basically capitalized on them. If you're the DM for this group, how much roleplaying can you do when *mechanically* the fighter offers nothing?</p><p></p><p>Compare this with the 4E fighter. He gets access to the non-combat stuff along with everyone else. He's no loner punished in social situations (his social skills like Bluff and Diplomacy automatically scale) and he can actually take part in those non-combat spells like "hallucinatory creature" (yes Virginia, there are illusion rituals)</p><p></p><p>The ritual system by divorcing itself from the magic user has actually ENABLED roleplaying mechanically. If a wizard can't simply "I'll use this TRUMP spell to solve X" it actually encourages the players to come up with actual plans that don't involve "Scenario X, Solution: Spell Y".</p><p></p><p>You always played the wizard didn't you <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> </p><p> </p><p></p><p>That's nice but a list of "books to read" do diddly to help with actually running said sub-genres. Please show how previous editions did it better because I'm looking at the DMG and the use of the skill challenge mechanics and how they can be used for an "investigation" style campaign and I'm hoenstly wondering which edition of D&D focused more on roleplaying than 4E.</p><p></p><p></p><p></p><p>You do realize that the ritual system and the skill system actually allow for more variants easily than the 3E system right?</p></blockquote><p></p>
[QUOTE="AllisterH, post: 4251020, member: 51325"] This is handled more elegantly with the ritual system and skill system than ever before. When "out of combat" magic was only the purview of the wizard, it didn't ENCOURAGE roleplaying. In fact, it did the reverse. Let's say you have two players, one a 3E fighter and the other a 3E wizard. The fighter LITERALLY was useless out of combat not only because of the lack of skills/spells but the fact that the other classes basically capitalized on them. If you're the DM for this group, how much roleplaying can you do when *mechanically* the fighter offers nothing? Compare this with the 4E fighter. He gets access to the non-combat stuff along with everyone else. He's no loner punished in social situations (his social skills like Bluff and Diplomacy automatically scale) and he can actually take part in those non-combat spells like "hallucinatory creature" (yes Virginia, there are illusion rituals) The ritual system by divorcing itself from the magic user has actually ENABLED roleplaying mechanically. If a wizard can't simply "I'll use this TRUMP spell to solve X" it actually encourages the players to come up with actual plans that don't involve "Scenario X, Solution: Spell Y". You always played the wizard didn't you :D That's nice but a list of "books to read" do diddly to help with actually running said sub-genres. Please show how previous editions did it better because I'm looking at the DMG and the use of the skill challenge mechanics and how they can be used for an "investigation" style campaign and I'm hoenstly wondering which edition of D&D focused more on roleplaying than 4E. You do realize that the ritual system and the skill system actually allow for more variants easily than the 3E system right? [/QUOTE]
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