Ah, yes. Who could forget the bitter Bearded Dwarf Women Controversy?And, let's face it, it's pretty much impossible for everyone who plays D&D to be satisfied.
Ah, yes. Who could forget the bitter Bearded Dwarf Women Controversy?And, let's face it, it's pretty much impossible for everyone who plays D&D to be satisfied.
SHH! Do not speak of the Argument That Shall Not Be Named! It will result in disaster!Ah, yes. Who could forget the bitter Bearded Dwarf Women Controversy?
And, let's face it, it's pretty much impossible for everyone who plays D&D to be satisfied.
For example the fact that a 9th level fighter cant kill a second level character in one blow is a horrible situation to some groups. There are plenty of fixes (make them minions, just narrate it etc.) but, none of them appeal to me as a DM.
I want my characters to earn their power and i want that power to mean somthing.
And this is a situation unique to 4e how, exactly?I want a system where characters can be diverse, and not just be defined in terms of combat.
Again, so do I. Thankfully, I found the skills and skill challenge system.I want a system that has rules for situations outside of combat.
My group tried to construct a trojen horse durring our last session. The best mechanical way we could do it was to turn it into a skill challenge. We didnt use a single skill that would acctually help to build the horse, and the entire thing was a bit unsatisfing.
I was having similar thoughts, but from the DM side of the screen. I believe that the "default" DM style has gradually shifted from being a referee running mostly status quo encounters in a sandbox-style game to an entertainer running mostly tailored encounters in a game with an assumed plot or story arc. Issues such as whether an opponent is appropriate for the PCs (in terms of attack bonus, AC and other defenses, hit points, damage, etc.) and how an opponent is supposed to perform in a fight with the PCs (how hard is it to hit, how many hits are required to take it down, etc.) are only meaningful when the DM sets out to tailor an encounter.IMO, the seminal difference between 4e and the prior incarnations of D&D is this: In 4e The world exists based upon the PCs interactions. (For example: In this type of role-playing minions make sense. The power of a creature is viewed only in relation to the PCs powers.)
The earlier editions of D&D believed this: The world exists and the PCs interact with it. (For example: In this type of role-playing minions do not make sense. Each creature has power based upon it's place in the world, regardless of the power of the PCs.)
Both types of play can be a lot of fun, but they are entirely different ways of viewing a role-playing game and, I believe, this is the primary reason for the dissatisfaction many of the the D&D audience has with 4e. The basic assumption of what type of role-playing game D&D is changed.
It just seems saying 4e is a good RPG, is like saying Transformers should win best picture.
I think 4e is one of the best written RPGs out there (in terms of explaining the rules and certain mechanical elements that get to the core of the matter). However, when ever someone comes up with a situation that shows that the game does not work for their group in a situation, the response seems to be that, "Thats not how the game is meant to be played"
Because he was saying that 4e is not a good RPG unless you're looking for the lowest common denominator, nothing but base, mindless entertainment.Why is it such an over-the-top thing just to call an RPG good?
I can staple paper wings to my car, but that doesn't mean that I can now say that my car is more flight-supportive than the next car.And I think that part of that Transformers analogy is because 4Ed is a bit more combat-centric than 3.X, at least at the starting line. 3.X has non-combat skills, non-combat feats, non-combat spells & powers...things relatively absent from 4Ed.
The way I read his comment, to put it in a simpler analogy: Calling 4e a Good RPG is like calling toast with a slice of cheese on it a pizza. It's only good if you haven't eaten for three days.
4e has non-combat powers and spells: they're called rituals and utility powers. And feats to increase skills. And magical item creation rituals. 4e has non-combat skills.
The Craft and Profession skills does not give 3e a robust number of non-combat options.
There's always an underlying assumption with these arguments that frustrates me: that 4e is the deviant of the D&D editions.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.