#BUILDING BALCONIES WORLDWORKSGAMES TERRAINLINX PDF#
pdf found here:Īlso there is a collection of links pointing to his past articles on how he handles his D&D 4e games. I'm just explaining my preferences and the reasons behind them.Ī few pages back I mentioned Gabe of Penny Arcade's Twilight spin-off D&D 4e adventure, "Dusk". dungeon crawl vs political, fantasy vs sci-fi), then I can definitely see why you would be disappointed with 4E.
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Not at all! If you like to use one system for many different types of games, regardless of style (e.g. None of this is to say that your sentiments or preferences are wrong or unjustified. I think this is in part because it keeps things reasonably balanced: even if you make a character who focuses on social skills, it's very difficult if not impossible to make a character who is completely useless in a fight, or who becomes completely useless in a fight after a few rounds. I've hooked far more people on 4E than I was ever able to get involved in other games.
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It even manages to do this in a way that's quite approachable and surprisingly newbie-friendly, at least in my experience. It takes the game back to its roots by focusing the bulk of the rules on the core of the historical Dungeons and Dragons experience: killing monsters and taking their stuff. To me, 4E distills Dungeons and Dragons down to its essence. I've played Basic D&D, 2E, 3E, and a number of d20 variants. It started to spread a bit with 2E, but it really grew toward being a world-simulator over the lifespan of 3.x. The D&D I remember from my childhood was a game about killing monsters and taking their stuff. D&D was never intended to be a game about present-day spies, spaceships, or Cthulhu. I actually think 3.x/d20 was the departure from the roots of D&D. I've never considered this to in any way deepen their characters.įor those who prefer the latter to the former, 4e as Dungeons and Dragons is a disappointment. skill sets) so that they can 'win' those encounters. For social or political games they specifically build characters that do the same for social maneuvering (high charisma with a rig of intimidate, seduce, bluff, etc. They like making powerhouses in rule terms that can take charge in combat systems. The 3.5 players I know essentially enjoy metagaming at least as much as the actual game. Most players just don't think that way though. Sure the Werewolves have characters who can do more things and are "deeper" in what they can role play their characters doing, but not because of anything they did other then not pick the wrong "class" at the start of the game.įunnily when I was a dirty dirty LARPer in a WoD game I preferred making human or 'underpowered' characters because those restrictions forced me to make characters that could survive and thrive despite not being able to throw the smack down without a lot of planning and forethought.
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In the way the system work that means he does less damage, has fewer stats, fewer skills, dies far more easily, and is lucky if he gets 1 cool trick compared to the heaps of cool stuff Werewolves get. Like say the players are making Werewolf Characters from White Wolf and Joe ends up having to run a Kinfolk. or rather it's a form of artificial deepness. Unbalanced in my opinion is the opposite of deepness. I'm not really sure "I'm many times more powerful then you and unless the DM actively works against me, there really isn't any situation I can't handle better then you guys" makes for a deeper character. It's easy to have a "deeper" character when you were Vastly more powerful then the 5 guys you hung out with simply because when you rolled your character up you picked the right class. Irrespective of comparative balance issues, I feel the specialization side of the argument helped generate deeper characters, in terms of played personality and backgrounds and motivations.