Necross
Swashbuckler
- Joined
- 25 Aug 2005
- Messages
- 1,869
Det har ju gnällts en del, inklusive av mig själv, på 4E´s eventuella likhet med onlinerollspelseländet. Men i den här tråden http://forums.gleemax.com/showthread.php?t=1044100
svarar D&D-developer-gubben James Wyatt på tal, och jag tycker faktiskt han har en hel del poänger!
Saxat, först en sur Fyglir:
The only thing that I have to say is that there are those of use gamers who stay loyal to our dice rather than our keyboards. If I wanted to play WoW I would. From what I have read of the PHB and I have read most of it. Its like you took the forest of DnD and wired the trees for 4th ed like they were bonsai trees, so they will only ever grow a certain way with no room for individuality, as there was in 3rd ed. 4th ed. seems to have only so many possible combinations just like a read your own adventure book. the system isnt bad but to me its NOT Dungeons and Dragons. Its a MMO in dice format.
James Wyatt svarar:
I respect your opinion, but it's part of what I was lampooning with this post. From what you've said, your concerns revolve around your perception that character-building is much more limited and characters have defined roles. To you, that makes 4e an "MMO in dice format." If I'm hearing you correctly.
Part of my point is that D&D still has all of the limitless options and flexibility that come with the territory of being a pen-and-paper RPG that you play with a DM and a group of players. Your characters can still try anything you can imagine, which is probably the single thing that sets D&D apart and far above MMOs. There is no grinding, monsters don't drop random loot, and in all the other ways I mentioned D&D is still different from (and better than) an MMO, as it has always been.
It is true that character-building doesn't have the limitless flexibility that it had in 3rd edition. We very intentionally took away the freedom you had to create terribly overpowered or drastically underpowered characters by combining classes, prestige classes, races, and templates that were never designed to be combined together. We still have, though, a system that allows for way more customization of characters than an MMO gives you. Part of the reason my 11-year-old son doesn't play WoW any more, spending all his time with D&D, is that he can play a rogue/paladin in D&D, he can invent new powers for his warlock, and he can play around with adding Gamma World-style mutations to his tiefling.
In 4th edition, I can give him a balanced flame archon character of any level to play. I couldn't do that with the 3e rules. In 4e, he can mix warlock and rogue powers without being lame at both classes, which was certainly not true of multiclassing in 3e. The flexibility might not be limitless, but it works, and it makes 4e much, much more than a "choose your own adventure" book or an MMO.
It's also true, as Clawhound pointed out, that you're comparing the PH of 4e with the mature product line of 3.5. Just with the PH, you can build different fighters with very different feels. When you add Martial Power to the mix, those options will expand dramatically. When you add PH2 and its eight new classes, the game expands greatly again.
So you can't build an effective archer fighter any more. I have to argue that's a good thing. You can't bring a character to the table, with your friends expecting that you're going to be standing toe-to-toe with the monsters, and disappoint them by plopping down another back-rank ranged attacker. But you can still play that character--just make a ranger instead of a fighter. In 3e, that choice meant you were giving up a ton of feats that you could use to be a more effective archer. Now, it means you're getting powers that are optimized for the kind of character you want to play. That's limitation, I guess, but it's only good for the game.
One thing I hope we start to see among players with this edition is a shift in focus from "character optimization" to "party optimization." The killer combos now are not of specific classes, feats, and magic items on a single character—they're combos of different characters with different classes making up a stronger party.
svarar D&D-developer-gubben James Wyatt på tal, och jag tycker faktiskt han har en hel del poänger!
Saxat, först en sur Fyglir:
The only thing that I have to say is that there are those of use gamers who stay loyal to our dice rather than our keyboards. If I wanted to play WoW I would. From what I have read of the PHB and I have read most of it. Its like you took the forest of DnD and wired the trees for 4th ed like they were bonsai trees, so they will only ever grow a certain way with no room for individuality, as there was in 3rd ed. 4th ed. seems to have only so many possible combinations just like a read your own adventure book. the system isnt bad but to me its NOT Dungeons and Dragons. Its a MMO in dice format.
James Wyatt svarar:
I respect your opinion, but it's part of what I was lampooning with this post. From what you've said, your concerns revolve around your perception that character-building is much more limited and characters have defined roles. To you, that makes 4e an "MMO in dice format." If I'm hearing you correctly.
Part of my point is that D&D still has all of the limitless options and flexibility that come with the territory of being a pen-and-paper RPG that you play with a DM and a group of players. Your characters can still try anything you can imagine, which is probably the single thing that sets D&D apart and far above MMOs. There is no grinding, monsters don't drop random loot, and in all the other ways I mentioned D&D is still different from (and better than) an MMO, as it has always been.
It is true that character-building doesn't have the limitless flexibility that it had in 3rd edition. We very intentionally took away the freedom you had to create terribly overpowered or drastically underpowered characters by combining classes, prestige classes, races, and templates that were never designed to be combined together. We still have, though, a system that allows for way more customization of characters than an MMO gives you. Part of the reason my 11-year-old son doesn't play WoW any more, spending all his time with D&D, is that he can play a rogue/paladin in D&D, he can invent new powers for his warlock, and he can play around with adding Gamma World-style mutations to his tiefling.
In 4th edition, I can give him a balanced flame archon character of any level to play. I couldn't do that with the 3e rules. In 4e, he can mix warlock and rogue powers without being lame at both classes, which was certainly not true of multiclassing in 3e. The flexibility might not be limitless, but it works, and it makes 4e much, much more than a "choose your own adventure" book or an MMO.
It's also true, as Clawhound pointed out, that you're comparing the PH of 4e with the mature product line of 3.5. Just with the PH, you can build different fighters with very different feels. When you add Martial Power to the mix, those options will expand dramatically. When you add PH2 and its eight new classes, the game expands greatly again.
So you can't build an effective archer fighter any more. I have to argue that's a good thing. You can't bring a character to the table, with your friends expecting that you're going to be standing toe-to-toe with the monsters, and disappoint them by plopping down another back-rank ranged attacker. But you can still play that character--just make a ranger instead of a fighter. In 3e, that choice meant you were giving up a ton of feats that you could use to be a more effective archer. Now, it means you're getting powers that are optimized for the kind of character you want to play. That's limitation, I guess, but it's only good for the game.
One thing I hope we start to see among players with this edition is a shift in focus from "character optimization" to "party optimization." The killer combos now are not of specific classes, feats, and magic items on a single character—they're combos of different characters with different classes making up a stronger party.