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![]() The same could be said about Warhammer FRP (at least in its 1st edition, I never read 2nd edition), whose combat rules were designed with movement rules suited for (Citadel ?) minis. But I never heard anyone complain about this. |
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I think the main reason for complaints about DnD is due to the fact that they released 3.5 what oh 3 or 4 years ago and now we're getting yet another new version of the game. Oh and 3.5 came right on the heals of 3.0. I just think it's a reaction to a perceived notion that Wizards is just out to milk the fans of their money.
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Skunk You wanna be alright you gotta walk tall Long Beach Dub Allstars & Black Eyed Peas Check out what games I’m working on and their status by visiting here. Wizard Quest fantasy campaign Tampa Bay Game Players Forum 285/420 |
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Greetings
All I have gleaned about 4e is from the available articles on the Wizards site. I know 3.5E reasonably well as I have run it and my son currently runs it. Played as drafted 3.5E created a structured hierachical approach to roleplaying that is not my favourite. I prefer PCs to retain intimations of their vulnerability to comparatively minor threats however experienced they may become i.e. know that it is possible to die in a melee from a knife thrust from some street thug (unlikely but possible). From what I can see of 4E it appears that more emphasis is being given to structured progression from level to level e.g. making sure that gold piece acquisition is even in order to allow characters to have the right level of equipment for their level. As someone who routinely reduces cash and magical resources to their PCs and in D&D made even a +1 sword a signfiicant benefit for any character this is not an approach I prefer. Also the change to 'squares' does imply a more map based approach to combat. I've run 3.5E and lots of other RPGs without a grid - miniatures/markers make life easier but are not essential. Does 4E seem to focus more on the powers available to characters rather than on their personalities? Possibly from what I can see, however the influence of personalities on a game is usually the effect of the GM not the rules - rules always emphasise mechanisms over roleplay - the GM infuses the game with the cultures, the personalities and the environment which create roleplaying. Is 4E still a roleplaying game? From what I can see it is. Is it the type of roleplay I want to play/run - probably not. Regards Edward |
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I don't think you can really judge whether a Role-Playing Game is a Role-Playing Game based solely on whether or not you can role-play while playing it. I role-play while playing Talisman, but that doesn't make it a Role-Playing Game.
While the definition of what a Role-Playing Game is will always be a bit fuzzy, I think the best that can be said about D&D 4th Edition is that it has elements of a Role-Playing Game in it. It really is just a tactical miniatures skirmish game with persistent characters and a bit of story tacked on to give you are reason to keep playing. It does have persistent characters, character growth and things like that. Maybe we can just call it a Miniature Combat Role-Playing Game? It is kind of a sub-set of Role-Playing Games like Compute Role-playing Games or Massively Multi-player Online Role-Playing Games.
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The whole problem with the world is that fools and fanatics are always so certain of themselves, but wiser people so full of doubts. Bertrand Russell (1872 - 1970) 30/420 |
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Agreed. On the other hand if you ignore the ridiculous fact that it still labels itself "rpg", D&D4e is a great and extremely clever designed combat system as such. I really like the rule mechanics for my weekly wargame session.
Last edited by Enpeze; May 29th, 2008 at 07:22. |
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Not to disagree with your main point, but ...
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That being said, the aforementioned GM house-ruled a number of skills (notably Diplomacy) and added his own roleplaying-dependent "bonus-point" system to supplement experience points. I also felt that the game crawled when we entered combat: "uh oh, time to suspend the story while we move minis around and calculate bonuses/penalties/AoOs ... and of course that one guy always wants to grapple ..." So, I'll have to echo the assessment upthread that D&D 3.5 is mainly a skirmish-level combat game with a unified conflict resolution system, but as a platform for roleplaying it leaves much to be desired. Then again, I was never enamored of previous editions, although at least OD&D/BD&D/AD&D left a big blank that individual groups could fill in with whatever they wanted. In contrast, BRP -- hey, remember that one? -- and newer generations of RPGs have simple and unified conflict resolution mechanics so you can get back to the story. The same GM who ran Midnight now runs a Spirit of the Century campaign, where non-combat conflicts involve only one or two die-rolls per scene, combat moves a lot faster, and characters move all around the area despite not having an actual board. He's also a big fan of BRP, which despite its "simulationist" roots basically involves simple or opposed skill rolls and characters defined more by what they know than how they fight.
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Frank 129/420 |
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