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When did I stop being WotC's target audience?
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<blockquote data-quote="LostSoul" data-source="post: 4526106" data-attributes="member: 386"><p>Yes, you can go that same length of time without a combat.</p><p></p><p>Here's an interesting thing about 4e: you can go four sessions without a combat encounter <em>and expect to level up.</em> The same isn't true about 3e.</p><p></p><p>Since "level ups" are where your character grows and changes, I would say that the game <em>does</em> pay attention to it in the mechanics in a way that 3e only paid lip service to.</p><p></p><p></p><p></p><p>4e has ways to make spouting haikus important to the game and to your fighter. Let's start from the top: how do you play 4e?</p><p></p><p>Exploration</p><p style="margin-left: 20px">In exploration mode, the characters move throught the adventure setting, making decisions about their course and perhaps searching for traps, treasure, or riches. The game spends a lot of time in exploration mode. It's what usually fills the space between encounters. It usually ends when an encounter begins.</p><p></p><p>Most of the DMG is about Exploration mode.</p><p></p><p>Conversation</p><p style="margin-left: 20px">In conversation, the PCs are exploring the infomartion inside an NPC's head, rather than exploring a dungeon room. It's not a social skill challenge, with specific goals and a real chance of failure. The PCs ask questions, and the NPC responds.</p><p></p><p>I call this "royale with cheese".</p><p></p><p>Encounter</p><p style="margin-left: 20px">Encounters are the exciting part of the D&D game. They have tension and urgency about them and a chance of failure.</p><p></p><p>There is another mode in the game, one that's not laid out explicitly as such, but it follows from the others: Reward. This is where you gain XP and treasure. This is where the characters <em>change.</em></p><p></p><p>The cycle of game play in 4e is like this: Exploration (Conversation) -> Encounter -> Reward -> Exploration, on and on. Read each arrow as "leads to".</p><p></p><p></p><p>Now, how does this make haiku-spouting important to the game?</p><p></p><p>Your "haiku-spouting fighter" feeds directly into the cycle of game play. It does so by introducing Quests.</p><p></p><p>Quests are the bridge between Encounters -> Reward -> Exploration. Quests are resolved by Encounters, give you Rewards, and change what is being explored in Exploration mode.</p><p></p><p>If you are so inclined - if "haiku-spouting" is important to you - your fighter might have a Quest to "win the title of Master Haikuster at the secret competition". Suddenly the game <em>does</em> care that your fighter spouts haikus. Your "haiku-spouting" is what is driving the cycle around and around again.</p><p></p><p></p><p>What it sounds like you are missing is fine-grained <em>character-build</em> choice, saying "I think Perform (Haiku)" is more important than Spot. 4e doesn't give you that choice to make, and if that's an important one for you, I can see how you'd miss it.</p><p></p><p>This doesn't mean that haiku-spouting is not important to the game. Because of how Quests and character motivation feeds back into the game cycle, I think haiku-spouting is <em>more</em> important to the game than ever.</p></blockquote><p></p>
[QUOTE="LostSoul, post: 4526106, member: 386"] Yes, you can go that same length of time without a combat. Here's an interesting thing about 4e: you can go four sessions without a combat encounter [i]and expect to level up.[/i] The same isn't true about 3e. Since "level ups" are where your character grows and changes, I would say that the game [i]does[/i] pay attention to it in the mechanics in a way that 3e only paid lip service to. 4e has ways to make spouting haikus important to the game and to your fighter. Let's start from the top: how do you play 4e? Exploration [indent]In exploration mode, the characters move throught the adventure setting, making decisions about their course and perhaps searching for traps, treasure, or riches. The game spends a lot of time in exploration mode. It's what usually fills the space between encounters. It usually ends when an encounter begins.[/indent] Most of the DMG is about Exploration mode. Conversation [indent]In conversation, the PCs are exploring the infomartion inside an NPC's head, rather than exploring a dungeon room. It's not a social skill challenge, with specific goals and a real chance of failure. The PCs ask questions, and the NPC responds.[/indent] I call this "royale with cheese". Encounter [indent]Encounters are the exciting part of the D&D game. They have tension and urgency about them and a chance of failure.[/indent] There is another mode in the game, one that's not laid out explicitly as such, but it follows from the others: Reward. This is where you gain XP and treasure. This is where the characters [i]change.[/i] The cycle of game play in 4e is like this: Exploration (Conversation) -> Encounter -> Reward -> Exploration, on and on. Read each arrow as "leads to". Now, how does this make haiku-spouting important to the game? Your "haiku-spouting fighter" feeds directly into the cycle of game play. It does so by introducing Quests. Quests are the bridge between Encounters -> Reward -> Exploration. Quests are resolved by Encounters, give you Rewards, and change what is being explored in Exploration mode. If you are so inclined - if "haiku-spouting" is important to you - your fighter might have a Quest to "win the title of Master Haikuster at the secret competition". Suddenly the game [i]does[/i] care that your fighter spouts haikus. Your "haiku-spouting" is what is driving the cycle around and around again. What it sounds like you are missing is fine-grained [i]character-build[/i] choice, saying "I think Perform (Haiku)" is more important than Spot. 4e doesn't give you that choice to make, and if that's an important one for you, I can see how you'd miss it. This doesn't mean that haiku-spouting is not important to the game. Because of how Quests and character motivation feeds back into the game cycle, I think haiku-spouting is [i]more[/i] important to the game than ever. [/QUOTE]
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