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General Tabletop Discussion
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What Core Class was actually fun to play
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<blockquote data-quote="Cbas_10" data-source="post: 3970502" data-attributes="member: 55767"><p>Well, to clarify, I am not worried about avoiding hack-and-slash...I am worried about being stuck with <em>only</em> 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:</p><p></p><p></p><p></p><p>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.</p><p></p><p>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...</p><p></p><p>...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?</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Cbas_10, post: 3970502, member: 55767"] Well, to clarify, I am not worried about avoiding hack-and-slash...I am worried about being stuck with [i]only[/i] 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: 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. [/QUOTE]
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