ext_13458 ([identity profile] roseembolism.livejournal.com) wrote in [personal profile] roseembolism 2008-06-21 01:14 am (UTC)

I would characterize the powers as very much tactical and combat oriented, by and large. It also seems oriented toward using a battlemat, since many powers involve pushing enemies a square or more in a given direction. On the other hand, the powers seem much more cooperative and dynamic than the 3.X ones.

As far as skills go, 4.0 is like a step back- the system doesn't quite work like 3.x, in that skills are basically "trained", or "untrained". Skills are also concentrated on "useful" skills for an adventurer- no craft skills for example. For RP-ing, Bluff, Diplomacy and Insight are the main social skills. There IS a quite nice skill challenge system, which can be used to make social combat flow nicely.

It should be noted of course that I can take or leave intensive skill systems, especially in games where some skills are mainly a place to waste points (who really took "profession" in D&D?). So I don't see the limited powers or skill system as much of a limitation to roleplaying.

If I really, really needed professional skills in a game, it would be trivial to do something like say, "All characters get one free trained skill called "Profession" which is what you do when you're not an adventurer.

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