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Post #21 (isolation #1) » Mon May 07, 2012 2:39 am
Postby SpyreX »
I wouldn't quite say this. A lot of people complain because 4e is much more of a tactical miniatures game than 3.5. But I don't think it makes the GAMES grid-focused. It means that there are lots of rules where there should be lots of rules (combat) and lots of DM freedom where there should be (out of combat). I've had entire 4e sessions without combat.
Some people will whinge that 4e is 'rollplaying, not roleplaying' but all that means is that it's up to the DM to invent the non-combat rules, which imo is how it should be.
That's why I said combat - the roleplaying part you can make work well (and will be the memorable bit) in almost any system. I've just had the most fun combat wise in 4E of the editions of D&D. Hell I played the crap out of that facebook app and I'd still give my right eye for a turn based SRPG based on the 4R mechanics.
I think the idea of skill challenges was a solid one but the inception didn't pan out the way they wanted but its a step. I dont ever want a full fledged non-combat system BUT having some metrics is a decent idea.
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Post #113 (isolation #7) » Fri May 25, 2012 4:52 pm
Postby SpyreX »
I'd also say that it is greatly simplified over 3.X, with the lack of class-based attack bonuses and the inclusion of training bonuses for weapons and magical attacks.
Definitely. It was more the vibe of feats with the disparity between what it looks like they can "do" as it goes on.
Playtest only goes up to 3rd level. Fighters didn't normally get multiple attacks until 6th level, whether we're talking about AD&D or 3.X. What we know for certain is that Fighters get damage scaling for weapon attacks and that spellcasters are seriously inconvenienced by taking damage-- not to the extent of AD&D, but certainly more so than in 3.X.
I guess there is a line that says "high level fighters can attack and do something else". The inclusion of the fighter extra attack twice per day made me think we wont see an active full attack onslaught.