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When did I stop being WotC's target audience?
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<blockquote data-quote="Andor" data-source="post: 4527337" data-attributes="member: 1879"><p>Te question this thread makes me ponder is: What is it about 4e that makes me dislike it?</p><p></p><p>It's not the 1-1-1 movement, I could are less.</p><p></p><p>It's not Dragonborn and tieflings although they do move the look-and-feel away from D&D as we knew it.</p><p></p><p>It is I think two things:</p><p></p><p>1) The characters experience never changes. This is the 'sweet spot' effet and was a deliberate design goal of 4e. But... the 'hero's journey' has always been about growth and change. The hero starts off a normal dude, maybe marked by destiny, maybe with a funny birthmark, but still a farm boy. Then he grows into a hero and does great deeds and experiences great victories and losses. And when he has ahieved greatness his role changes again and he becomes a leader or a teacher. - And this is what 4e takes away from the characters in pursuit of the 'sweet spot'. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f641.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":(" title="Frown :(" data-smilie="3"data-shortname=":(" /></p><p></p><p>2) Character classes in D&D have always varied wildly. Some had fixed abilities or limited choices (1e fighter, 3e Barbarian), some had weird and wacky abilities (1e and 3e monk), Some had awesome magical might and flexibility (1e wizard, 3e cleric). Now character classes are a fixed set of slotted silos. So many at-will, encounter, daily and utility powers. For everyone. Always. Sure the stuff in the slots varies somewhat within the limits of role and holy balance, but ... I think for me not having a range of 'class work loads' to choose from was one sacred cow too many. </p><p></p><p>just my 2¢.</p></blockquote><p></p>
[QUOTE="Andor, post: 4527337, member: 1879"] Te question this thread makes me ponder is: What is it about 4e that makes me dislike it? It's not the 1-1-1 movement, I could are less. It's not Dragonborn and tieflings although they do move the look-and-feel away from D&D as we knew it. It is I think two things: 1) The characters experience never changes. This is the 'sweet spot' effet and was a deliberate design goal of 4e. But... the 'hero's journey' has always been about growth and change. The hero starts off a normal dude, maybe marked by destiny, maybe with a funny birthmark, but still a farm boy. Then he grows into a hero and does great deeds and experiences great victories and losses. And when he has ahieved greatness his role changes again and he becomes a leader or a teacher. - And this is what 4e takes away from the characters in pursuit of the 'sweet spot'. :( 2) Character classes in D&D have always varied wildly. Some had fixed abilities or limited choices (1e fighter, 3e Barbarian), some had weird and wacky abilities (1e and 3e monk), Some had awesome magical might and flexibility (1e wizard, 3e cleric). Now character classes are a fixed set of slotted silos. So many at-will, encounter, daily and utility powers. For everyone. Always. Sure the stuff in the slots varies somewhat within the limits of role and holy balance, but ... I think for me not having a range of 'class work loads' to choose from was one sacred cow too many. just my 2¢. [/QUOTE]
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