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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Where the break between pro and anti 4e is
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<blockquote data-quote="timbannock" data-source="post: 4094129" data-attributes="member: 17913"><p>Although 4e characters definitely seem more durable, I definitely think the deadliness of a game system is way more in the hands of the particular DM than the game system, more often than not.</p><p></p><p></p><p></p><p>Since 1985, I never played this way.</p><p></p><p></p><p></p><p></p><p>Combat's fun and exciting, and D&D promotes this. IMO, that's a good thing.</p><p></p><p></p><p></p><p></p><p>0-level rules might say otherwise. Aside from that though, many of the "normal folk" characters also had a stunning lack of options compared to characters nowadays, even in other game systems that focus on "normal folk." D&D's earliest editions gave off this "normal folk" feel simply because they didn't have the options and rules for something else. That ended pretty quickly, as soon as people started figuring out how to play non-normal folks...just look at the popularity of Complete Book of Humanoids for 2nd edition, and how many "new and kewl" PC races came out in subsequent settings (Dark Sun, Dragonlance, FR, Planescape, etc.)</p><p></p><p></p><p></p><p></p><p>Unless they got rid of that in 4E, I don't see any difference between editions on this point, other than spell components. And frankly, I've never played in or DM'd a game where keeping track of all your spell components was critical (if you had a spell component pouch, you were all set...save for the occasional super expensive material component like Identify's 100gp pearl).</p><p></p><p></p><p></p><p></p><p>Except for the occasional "villain campaign," heroism has always been a part of the sessions I've played since the earlier editions. I vaguely remember the language mentioning "heroes" all the time for PCs, but that might be my mistake.</p><p></p><p></p><p></p><p>IMO, preparation and strategy are part of combat tactics. Combat tactics don't begin and end on an initiative roll.</p><p></p><p></p><p></p><p>You're spot on here. But personally, I played that way because the rules were too damn hard to change -- even in earlier editions of D&D -- without cascading effects. I like the idea of not having to sleep several hours and coming up with crazy watch schedules.</p></blockquote><p></p>
[QUOTE="timbannock, post: 4094129, member: 17913"] Although 4e characters definitely seem more durable, I definitely think the deadliness of a game system is way more in the hands of the particular DM than the game system, more often than not. Since 1985, I never played this way. Combat's fun and exciting, and D&D promotes this. IMO, that's a good thing. 0-level rules might say otherwise. Aside from that though, many of the "normal folk" characters also had a stunning lack of options compared to characters nowadays, even in other game systems that focus on "normal folk." D&D's earliest editions gave off this "normal folk" feel simply because they didn't have the options and rules for something else. That ended pretty quickly, as soon as people started figuring out how to play non-normal folks...just look at the popularity of Complete Book of Humanoids for 2nd edition, and how many "new and kewl" PC races came out in subsequent settings (Dark Sun, Dragonlance, FR, Planescape, etc.) Unless they got rid of that in 4E, I don't see any difference between editions on this point, other than spell components. And frankly, I've never played in or DM'd a game where keeping track of all your spell components was critical (if you had a spell component pouch, you were all set...save for the occasional super expensive material component like Identify's 100gp pearl). Except for the occasional "villain campaign," heroism has always been a part of the sessions I've played since the earlier editions. I vaguely remember the language mentioning "heroes" all the time for PCs, but that might be my mistake. IMO, preparation and strategy are part of combat tactics. Combat tactics don't begin and end on an initiative roll. You're spot on here. But personally, I played that way because the rules were too damn hard to change -- even in earlier editions of D&D -- without cascading effects. I like the idea of not having to sleep several hours and coming up with crazy watch schedules. [/QUOTE]
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Where the break between pro and anti 4e is
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