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General Tabletop Discussion
D&D Older Editions
What I want from 4E DnD in 3 simple steps.
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<blockquote data-quote="Riastlin" data-source="post: 5528963" data-attributes="member: 94022"><p>Personally, I think another part of it is simply that a lot of players want to be able to have their own "take" on a class, or create a character that stands out from others of its class in some respect. Not necessarily more powerful, just different. Take the runepriest for example. From a pure effectiveness standpoint, I think the runepriest is fine. Sure, the rune feats definitely need some work in my opinion, but the class is certainly effective and doesn't feel as though its being left behind in terms of power.</p><p></p><p>The problem though is that by and large, there's very little variance from one runepriest to the next. Even Defiant vs. Wrathful sees very little in the way of difference in terms of play (sure, one wants to get hit while the other doesn't) but for the most part, they play very similarly (both wanting to be attacked, dealing good damage, etc.) It really only takes a person familiar with the class one or two questions for instance to get a pretty good idea of how the character is built. </p><p></p><p>A suppose a similar analogy might be if you took the fighter class and said "Okay, the fighter has two options: wield a longsword and heavy shield, or wield a greataxe". This is of course, exaggerating the issue a bit, but not all that much. The fighter class would still be very effective, but it would be less interesting knowing that you only had two options. There's really very little ability to make your fighter unique compared to other fighters, etc. Player choice is what makes RPGs so fun compared to other games. We get to create the characters (not be given them), we get to create the stories (not be told them), etc. You CAN have fun with pre-gen characters and a lack of options to be sure, but for most, its a lot more fun when you get to make meaningful choices along the way.</p></blockquote><p></p>
[QUOTE="Riastlin, post: 5528963, member: 94022"] Personally, I think another part of it is simply that a lot of players want to be able to have their own "take" on a class, or create a character that stands out from others of its class in some respect. Not necessarily more powerful, just different. Take the runepriest for example. From a pure effectiveness standpoint, I think the runepriest is fine. Sure, the rune feats definitely need some work in my opinion, but the class is certainly effective and doesn't feel as though its being left behind in terms of power. The problem though is that by and large, there's very little variance from one runepriest to the next. Even Defiant vs. Wrathful sees very little in the way of difference in terms of play (sure, one wants to get hit while the other doesn't) but for the most part, they play very similarly (both wanting to be attacked, dealing good damage, etc.) It really only takes a person familiar with the class one or two questions for instance to get a pretty good idea of how the character is built. A suppose a similar analogy might be if you took the fighter class and said "Okay, the fighter has two options: wield a longsword and heavy shield, or wield a greataxe". This is of course, exaggerating the issue a bit, but not all that much. The fighter class would still be very effective, but it would be less interesting knowing that you only had two options. There's really very little ability to make your fighter unique compared to other fighters, etc. Player choice is what makes RPGs so fun compared to other games. We get to create the characters (not be given them), we get to create the stories (not be told them), etc. You CAN have fun with pre-gen characters and a lack of options to be sure, but for most, its a lot more fun when you get to make meaningful choices along the way. [/QUOTE]
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