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What's a rogue to you? Question on the relevance of a class.
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<blockquote data-quote="Keldryn" data-source="post: 5890894" data-attributes="member: 11999"><p>I agree completely, and I think this is perhaps the major contributing factor to the whole "time in the spotlight" balance issue.</p><p></p><p>In AD&D or Basic D&D, combats were a lot faster than in 3e or 4e. At low levels, most battles are over in 10-15 min. If your character isn't very good in combat, that isn't too much time to be a minor contributor. When a typical combat encounter starts to take 45 min to an hour or more, you're getting into "20 minutes of fun spread over 4 hours" territory if your character isn't very useful in combat.</p><p></p><p>This goes for low-level wizards/magic-users as well. There are countless ways to actively contribute to the party's success outside of combat which don't involve casting spells. It just requires some creative thinking and a willingness to immerse oneself within the fiction of the game. When 80% of the session's time is spent in combat, one or two spells and an ineffective crossbow don't really add up to much fun for the player.</p><p></p><p></p><p></p><p>In a lot of ways, 4e is very close to what I want out of D&D. The focus on tactical combat scenarios is ultimately what ruins the experience for me. Nobody is forcing us to play it a particular way, but I find it to be a lot of work to not play it with a heavy tactical focus. Adventures presented in delve format are part of the issue, as I tend to read them as a sequence of important combat encounters and gloss over the connecting bits even though I know that I don't have to run it that way and that I don't like running it that way. When running an encounter, I get so caught up in reading power descriptions and making sure that I don't forget about monsters auras and triggered actions that I forget about things like checking morale. When the combat ends 45 min to an hour later, it's not uncommon to have a discussion about "so... what were we doing again?"</p><p></p><p>4e has a lot of fiddly bits that are directly connected to the tactical combat aspect of the game. I spend a lot of mental energy on tracking short-term conditions, applying floating minor bonuses or penalties, and shifting a square or two on the grid. Yeah, they are some neat tactical options, but I don't know that they make a big enough difference in the grand scheme to be worth what they cost in paying attention to other aspects of the game.</p><p></p><p>I love the streamlined core of 4e, and the skill system strikes a great balance of being playable without too much fiddling. One could build a pretty sleek modern incarnation of BECMI upon the core mechanics of 4e.</p></blockquote><p></p>
[QUOTE="Keldryn, post: 5890894, member: 11999"] I agree completely, and I think this is perhaps the major contributing factor to the whole "time in the spotlight" balance issue. In AD&D or Basic D&D, combats were a lot faster than in 3e or 4e. At low levels, most battles are over in 10-15 min. If your character isn't very good in combat, that isn't too much time to be a minor contributor. When a typical combat encounter starts to take 45 min to an hour or more, you're getting into "20 minutes of fun spread over 4 hours" territory if your character isn't very useful in combat. This goes for low-level wizards/magic-users as well. There are countless ways to actively contribute to the party's success outside of combat which don't involve casting spells. It just requires some creative thinking and a willingness to immerse oneself within the fiction of the game. When 80% of the session's time is spent in combat, one or two spells and an ineffective crossbow don't really add up to much fun for the player. In a lot of ways, 4e is very close to what I want out of D&D. The focus on tactical combat scenarios is ultimately what ruins the experience for me. Nobody is forcing us to play it a particular way, but I find it to be a lot of work to not play it with a heavy tactical focus. Adventures presented in delve format are part of the issue, as I tend to read them as a sequence of important combat encounters and gloss over the connecting bits even though I know that I don't have to run it that way and that I don't like running it that way. When running an encounter, I get so caught up in reading power descriptions and making sure that I don't forget about monsters auras and triggered actions that I forget about things like checking morale. When the combat ends 45 min to an hour later, it's not uncommon to have a discussion about "so... what were we doing again?" 4e has a lot of fiddly bits that are directly connected to the tactical combat aspect of the game. I spend a lot of mental energy on tracking short-term conditions, applying floating minor bonuses or penalties, and shifting a square or two on the grid. Yeah, they are some neat tactical options, but I don't know that they make a big enough difference in the grand scheme to be worth what they cost in paying attention to other aspects of the game. I love the streamlined core of 4e, and the skill system strikes a great balance of being playable without too much fiddling. One could build a pretty sleek modern incarnation of BECMI upon the core mechanics of 4e. [/QUOTE]
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What's a rogue to you? Question on the relevance of a class.
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