Cbas_10 said:
BUT... If the game has the "deck stacked" so that it is difficult to play in a style outside of hack-and-slash, I think that will be its largest failing.
Doug McCrae said:
What makes you think 4e will do this? Could any rpg make it difficult to avoid hack-and-slash? If so, how?
Well, to clarify, I am not worried about avoiding hack-and-slash...I am worried about being stuck with
only being able to play hack-and-slash. As far as why I am concerned about this...one good example is the issue of roles. Recently I started a thread with more clarification of "Roles", their importance, and their function. This seems to be a good answer to my question:
kennew142 said:
From what we've seen so far, a striker is a character who does lots of damage to a single target. They are high damage characters who rely on mobility to protect them from damage. The warlock, the ranger and the rogue have been mentioned as strikers. Controllers control the battlefield. A wizard who uses area effect spells to deal damage to large groups of a foes at once, or who uses spells to create obstacles (solid fog, cloud kill, wall of fire, etc...) is a controller. A leader is not necessarily the party leader, but the character whose abilities improve their allies abilities. In 4e, they also can heal others in the party. Clerics and warlords have been mentioned as leaders. Presumably bards (when they appear) will be arcane leaders. Defenders are those characters who are hard to take out of a fight. They protect the strikers and controllers, either through their large number of opportunity attacks (preventing foes from getting around them), or by charging foes and engaging them, making it very difficult for them to get past them.
The roles, functions of roles, where classes fall in this, and so many related concepts fall in the end....to how things work in combat. Nothing else is mentioned. Just combat. I know combat is part of D&D; how can heroic characters defeat the evil beast and save the day without combat? No problem; we need good rules, there.
But...to a number of us, there is more to D&D than just "fight, fight, fight, LOOT." I'm not jumping to conclusions and assuming that 4E will be such a 2-dimensional game...but...
...Where is the rest of the game? Why not let hints of non-combat stuff out to the blogs and message boards? Are the developers being tight-lipped for some uber-secret reason, or....*gasp*....is there nothing to be secretive about?
As far as how this relates to the original post and discussion, I think many of the "problems" cited by Imaro as theoretical reasons for the changes to classes and rules were, in my opinion, actually great to have in the game. When a character's usual schtick wouldn't cut it, it was time to improvise, think, and overcome challenges in new ways.