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Thread: What do you know about 4th Edition

  1. #76
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    So now I wonder if they will be getting rid of the lesser used skills like Use Rope?

    I make a point of making sure I use all the skills on the sheet consistently which often irritates my players but give me lots of pleasure.

    I hope they don't streamline too much. A lot of mystique is imposing but some is enticing.

  2. #77
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    Quote Originally Posted by Digital Arcanist View Post
    So now I wonder if they will be getting rid of the lesser used skills like Use Rope?

    I make a point of making sure I use all the skills on the sheet consistently which often irritates my players but give me lots of pleasure.

    I hope they don't streamline too much. A lot of mystique is imposing but some is enticing.
    That's surprising, apparently if Use Rope is a lesser used skill, then most players must not take prisoners, as Use Rope is the perfect skill check to make when tying up a prisoner. Then you can have the prisoner attempt to escape at some point using, the Escape Artist skill!
    Skunk
    a.k.a. Johnprime



  3. #78
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    Why use rope when you can use some manacles?

  4. #79
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    DA's characters ALWAYS carry manacles, btw, because you just never know when you might ... ahem ... need them.
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  5. #80
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    Padded and non-padded always.....

  6. #81
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    So, I finally got around to reading the Roots and Inspiration article at wizards. A couple things do give me hope.

    Rob Heinsoo says, "We don't have whacky tables of random abilities for each grouping of character classes, but we have powers and abilities for each class and race." I wouldn't imagine they will streamline too much, only give us more of what most people want. More power as you advance and more unique abilities to differentiate the classes and races. Hopefully, they can do it in a way to discourage the mad cherry picking power gamers.

    Andy Collins says Fourth Edition is: "what D&D can be without such strict limitations on daily resources." This has always bothered me. A party can be so powerful when they start out in the day when spells and such are plentiful, but pushing it just a little can be their downfall. At higher levels, groups never do the recommended encounters per day unless you find ways to force it on them. They go in with guns blazing and bowl over the enemy like a cake walk, then just teleport away or otherwise try to avoid any other encounter until they are full strength.

    James Wyatt says, "There's no school like the old school. The old editions of the game have a lot to teach us about the sheer fun of the game, as well as examples of game mechanics and adventure design to steer far away from." D&D has always been a passion of mine since my first encounter. Many nights, the games just don't live up to my expectations though. How do you recapture that sense of wonder and exhilaration every game? How do you find that perfect balanced moment of zen so that you can transcend the system and find true enjoyment? Sometimes, trying to make a rule for everything and making everyone happy just bogs the game down until there is no fun. If only I could click my heels together to go back to those first few years of playing, "There's no place like home, there's no place like home!"

    My expectations are awful high. There has to be a conspiracy in there somewhere...
    Last edited by rabkala; Wednesday 10-10-2007 at 01:44 PM. Reason: emphasis on quotes
    Most men lead lives of quiet desperation.


  7. #82
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    What I know...

    Hasbro will get about $100 out of me (and my LFGS another $100) before I decide if I want to stick with 3.5 or move on to 4e. Also if I choose to stick with 3.5 then Half Priced Books will be very happy.

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