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Were the four roles correctly identified, or are there others?
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<blockquote data-quote="Chaltab" data-source="post: 6308712" data-attributes="member: 6775806"><p>Could you elaborate on that? I'm not sure what you mean at all. What distinction are you making between 'action' and 'combat' here because I'm not seeing any way that 'not really a good pure combat game' is true. Combat is what even detractors agree 4E is best at. </p><p></p><p>Dungeon Delves, I can see, to an extent. 4E forgoes or softens many of the logstics rules for delving, beyond even 3E levels, so that treasure aquisition and tangible resource management are shunted to the back and tactical combat is moved to the front. Resource management's tangibles are things with no numerical value in world--HP, surges, expended dailies, which can make for good tension over long-haul delves, but not something that fits smoothly into the game's routine. And you're not want to actually use the combat rules for clearing a room of weak monsters because it slows the game down and carries little risk for the players, which on the other hand can make dungeons feel somewhat empty and lifeless.</p><p></p><p>But Delving has long since not been a primary focus of D&D rules, so that's nothing particular to 4E. It rather cleared up/cleared away many vestigial rules that (in Rob Heinsoo's opinion) were relics of a much earlier game that nobody (supposedly) was going to use.</p></blockquote><p></p>
[QUOTE="Chaltab, post: 6308712, member: 6775806"] Could you elaborate on that? I'm not sure what you mean at all. What distinction are you making between 'action' and 'combat' here because I'm not seeing any way that 'not really a good pure combat game' is true. Combat is what even detractors agree 4E is best at. Dungeon Delves, I can see, to an extent. 4E forgoes or softens many of the logstics rules for delving, beyond even 3E levels, so that treasure aquisition and tangible resource management are shunted to the back and tactical combat is moved to the front. Resource management's tangibles are things with no numerical value in world--HP, surges, expended dailies, which can make for good tension over long-haul delves, but not something that fits smoothly into the game's routine. And you're not want to actually use the combat rules for clearing a room of weak monsters because it slows the game down and carries little risk for the players, which on the other hand can make dungeons feel somewhat empty and lifeless. But Delving has long since not been a primary focus of D&D rules, so that's nothing particular to 4E. It rather cleared up/cleared away many vestigial rules that (in Rob Heinsoo's opinion) were relics of a much earlier game that nobody (supposedly) was going to use. [/QUOTE]
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Were the four roles correctly identified, or are there others?
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