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General Tabletop Discussion
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Why Changes were made in 4e
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<blockquote data-quote="Remathilis" data-source="post: 4942894" data-attributes="member: 7635"><p>Hussar, I think you hit the jackpot...</p><p></p><p>In fact, I'd go so far as to say that nearly EVERY change 4e had was made with an RPGA mindset. </p><p></p><p>A variety of classes filling 4 unique mechanical niches? Not so useful in a game that can be tailor-fit to PCs, but immensely useful for RPGA/module scenarios.</p><p></p><p>Skill checks codified to create "non combat" encounters that have fixed result options, set DC/success ratios, and allow all PCS to be involved? Yup.</p><p></p><p>The Delve Format? Yeah. </p><p></p><p>Moreso than anything else, 4e seems to reward predictability. If not from the players, at least from the game mechanics. 3e was trending this way; 4e broke the barrier. Your wizard might have a few cantrips for creating mischief, but none of the plot-altering spells like charms, summons, polymorphs, or illusions. Rituals are too long and costly (not to mention specific) to use them to break plots. Even the monster design allows a lot more "villain runs away" elements (high hp, AP, solo-save bonus). Lastly, you know the rogue can sneak/steal, the cleric can heal, the wizard shoot lightning, and the fighter has a big weapon and armor (No more oddball parties of diplomat rogues, enchanter-wizards, archer-fighters, and battle-buff cleric-tanks). </p><p></p><p>All those things are key if you want the game to have certain universal assumptions. Assumptions you need to create scripted scenarios. For modules, the RPGA, VTT-style games, and MMOs.</p></blockquote><p></p>
[QUOTE="Remathilis, post: 4942894, member: 7635"] Hussar, I think you hit the jackpot... In fact, I'd go so far as to say that nearly EVERY change 4e had was made with an RPGA mindset. A variety of classes filling 4 unique mechanical niches? Not so useful in a game that can be tailor-fit to PCs, but immensely useful for RPGA/module scenarios. Skill checks codified to create "non combat" encounters that have fixed result options, set DC/success ratios, and allow all PCS to be involved? Yup. The Delve Format? Yeah. Moreso than anything else, 4e seems to reward predictability. If not from the players, at least from the game mechanics. 3e was trending this way; 4e broke the barrier. Your wizard might have a few cantrips for creating mischief, but none of the plot-altering spells like charms, summons, polymorphs, or illusions. Rituals are too long and costly (not to mention specific) to use them to break plots. Even the monster design allows a lot more "villain runs away" elements (high hp, AP, solo-save bonus). Lastly, you know the rogue can sneak/steal, the cleric can heal, the wizard shoot lightning, and the fighter has a big weapon and armor (No more oddball parties of diplomat rogues, enchanter-wizards, archer-fighters, and battle-buff cleric-tanks). All those things are key if you want the game to have certain universal assumptions. Assumptions you need to create scripted scenarios. For modules, the RPGA, VTT-style games, and MMOs. [/QUOTE]
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