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<blockquote data-quote="Argyle King" data-source="post: 6001688" data-attributes="member: 58416"><p>I feel that you understand pretty well what I was trying to say. </p><p></p><p>From my end, I agree with a lot of what you say about gameplay. From how you describe your manner of running a game, I also feel I can agree with a lot of how you view playing. Though, it was within some of your descriptions that something I was trying to touch upon was brought up.</p><p></p><p>You had described using diplomacy and research skills. That is something I feel is good; it's a style of game I'd like. Unfortunately, my experience with the current iteration of D&D has been that the PCs are so powerful compared to everything around them that players start to not care about things like diplomacy and research. Usually, in games I've been in, somebody will make a token roll. Then, if it fails, they decide to just cut through the problem. The monsters, npcs, and other things of the world weren't taken seriously enough by the players to really bother putting resources into non-combat things. </p><p></p><p>From the DM side of the table, I did learn ways to discourage that. However, I felt that -when first learning the game- a style of play was portrayed which was different from how the game actually played out. Now, at the tail end of 4E's life cycle, I would feel pretty confident finding ways to deal with that, and I do feel I've run successful games. Though, when I was a new 4E DM, I was consistently frustrated by the results of the game. </p><p></p><p>What I was trying to say earlier (and something I think you clearly understood) was that -I feel- a game with more aspects that are put on even footing promotes characters who have skill in more than one area of the game. There is less often one way of building a character which trumps the other ways in effectiveness. In a game where I can't rely on brute force to smash through everything, the PC who is focused on diplomacy and research becomes -IMO- a more valuable member of the team. </p><p></p><p>I believe that is a good thing not only because it allows for a wider variety of characters to be viable, but also -and more importantly- because it allows a wider variety of player types to engage the game in a manner which evokes fun for them without feeling subpar to the rest of the table.</p></blockquote><p></p>
[QUOTE="Argyle King, post: 6001688, member: 58416"] I feel that you understand pretty well what I was trying to say. From my end, I agree with a lot of what you say about gameplay. From how you describe your manner of running a game, I also feel I can agree with a lot of how you view playing. Though, it was within some of your descriptions that something I was trying to touch upon was brought up. You had described using diplomacy and research skills. That is something I feel is good; it's a style of game I'd like. Unfortunately, my experience with the current iteration of D&D has been that the PCs are so powerful compared to everything around them that players start to not care about things like diplomacy and research. Usually, in games I've been in, somebody will make a token roll. Then, if it fails, they decide to just cut through the problem. The monsters, npcs, and other things of the world weren't taken seriously enough by the players to really bother putting resources into non-combat things. From the DM side of the table, I did learn ways to discourage that. However, I felt that -when first learning the game- a style of play was portrayed which was different from how the game actually played out. Now, at the tail end of 4E's life cycle, I would feel pretty confident finding ways to deal with that, and I do feel I've run successful games. Though, when I was a new 4E DM, I was consistently frustrated by the results of the game. What I was trying to say earlier (and something I think you clearly understood) was that -I feel- a game with more aspects that are put on even footing promotes characters who have skill in more than one area of the game. There is less often one way of building a character which trumps the other ways in effectiveness. In a game where I can't rely on brute force to smash through everything, the PC who is focused on diplomacy and research becomes -IMO- a more valuable member of the team. I believe that is a good thing not only because it allows for a wider variety of characters to be viable, but also -and more importantly- because it allows a wider variety of player types to engage the game in a manner which evokes fun for them without feeling subpar to the rest of the table. [/QUOTE]
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