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<blockquote data-quote="Markn" data-source="post: 5592306" data-attributes="member: 21827"><p>A D&D that lets you build a character, meshing concept with mechanics seamlessly would be ideal for me. As much as I like 4E, it is far too reliant upon silly mechanical limitations in character design and function often resulting in lost concept during the design. </p><p></p><p>Earlier editions of D&D (thinking 2e here) were more flexible with concept and resulted in concept and mechanics working together (or perhaps mechanics were not as prevalent and therefore did not have as much of an impact on the game). A fighter in 2e was not mechanically tied to a swashbuckler or peasant hero. Stat requirements were different between the fighter and the "sub fighter classes" and it was the stat requirements that really made you feel your character fit the concept. </p><p></p><p>In contrast, 4e really tightened up the class design. A class, such as the fighter really relies on str. 4e tried to give different mechanical bonuses based on weapon type but they were either math bonuses or simply too minor to really care about. Thus, if one wanted to play a swashbuckler, mechanically it really wasn't much different from the standard fighter and the concept just didn't seem to be fully met. </p><p></p><p>I wonder if D&D would be best served going forward by disassociating the method of attack based on class and tying it to the means of delivery. Instead of all fighters requiring a high str, those that use light blades use dex to attack with. Those that use Heavy Blades use Str, and so on. A wizard who uses an orb might use dex (for manipulating it in combat) while one who uses a tome requires intelligence (for reading it in combat). This may open up a lot of options, making concept and character vision match the mechanics a bit more. </p><p></p><p>Ultimately, the majority of bonuses to hit are gained from levels (+1 for every 2 levels in 4e). Tying a class (and sub classes) to a stat seems limiting and prevents concepts and mechanics from working together. Tying the attack to a delivery method (type of weapon/implement) may loosen that restriction quite a bit.</p><p></p><p>Just my not so random thoughts...</p></blockquote><p></p>
[QUOTE="Markn, post: 5592306, member: 21827"] A D&D that lets you build a character, meshing concept with mechanics seamlessly would be ideal for me. As much as I like 4E, it is far too reliant upon silly mechanical limitations in character design and function often resulting in lost concept during the design. Earlier editions of D&D (thinking 2e here) were more flexible with concept and resulted in concept and mechanics working together (or perhaps mechanics were not as prevalent and therefore did not have as much of an impact on the game). A fighter in 2e was not mechanically tied to a swashbuckler or peasant hero. Stat requirements were different between the fighter and the "sub fighter classes" and it was the stat requirements that really made you feel your character fit the concept. In contrast, 4e really tightened up the class design. A class, such as the fighter really relies on str. 4e tried to give different mechanical bonuses based on weapon type but they were either math bonuses or simply too minor to really care about. Thus, if one wanted to play a swashbuckler, mechanically it really wasn't much different from the standard fighter and the concept just didn't seem to be fully met. I wonder if D&D would be best served going forward by disassociating the method of attack based on class and tying it to the means of delivery. Instead of all fighters requiring a high str, those that use light blades use dex to attack with. Those that use Heavy Blades use Str, and so on. A wizard who uses an orb might use dex (for manipulating it in combat) while one who uses a tome requires intelligence (for reading it in combat). This may open up a lot of options, making concept and character vision match the mechanics a bit more. Ultimately, the majority of bonuses to hit are gained from levels (+1 for every 2 levels in 4e). Tying a class (and sub classes) to a stat seems limiting and prevents concepts and mechanics from working together. Tying the attack to a delivery method (type of weapon/implement) may loosen that restriction quite a bit. Just my not so random thoughts... [/QUOTE]
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