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pokoko said:
HoloDust said:


You've nailed it with this one.

That's actually the part that I found kind of amusing because, you know, you can move the pieces in every way.  What's stopping you?  Physical limitations?  No, what is stopping you is that you and the person you're playing have decided to play a particular way.

That's the dichotomy here.  Freedom doesn't have to be chaos, it can simply be a blank slate where you can make your own rules.  Some people like that, some don't.  You can't tell me that one way is right and another way is wrong, especially when it comes to artificial class rules that rope you off from portions of the game.  

In this case, I'm very glad to see the strength restrictions on guns go away.  That was an annoying roadblock in former games that broke immersion.  Not even being able to equip an assault rifle until I got one more point just felt silly.  In Fallout 4, you can use a mini-gun but you won't be nearly as good with it as someone who has high strength and has the mini-gun perk.  I'm perfectly fine with that.  It's still a game where you need to specialize to see the best results.

 


How does it break immersion that a character with low strength isn't able to wield a ridiculously large gun? For me, it's the other way around; my immersion is broken when I can wield that gun with low strength. I guess we just like different things.

It seems that some of the things that you love about this game are the very same that I dislike, and there's nothing wrong with that. But I honestly don't understand how certain restrictions in the game world breaks immersion.

SvennoJ: I played AD&D, Rolemaster, Battletech, VTM and a few custom made RPG's when I grew up and even though rules were negotiable in some cases, there were still stats, skills, classes, thac0, AC and other factors that were firmly set in the game's mechanics.
In later additions (v.3), a wizard could wield a sword but would never get very good with it, in rolemaster, you could wear chainmail as a spellcaster but it had a chance to interfere with the magic etc.

There was never anything like pokoko is describing here in tabletop RPG's; there were restrictions and the choices you made when you created your character stuck with you for better or for worse and no one character could master everything. That would have removed the whole point of those games since it's all about building an adventuring group with different skills and abilities to best make it unscathed through dungeons and quests.
Having 3-5 overpowered ultra characters basically without restrictions would have completely ruined the whole concept, even my custom RPG's had classes with skill systems and certain restriction, so for me, this is a hugely important part of RPG's.
Not everyone may agree, sure, but I don't see that tabletop RPG's have much in common with Fallout 4 when it comes to restrictions and rules, and I surely don't see that this ever made it any less fun.
For me, it was the opposite; the most exciting parts were when your group faced challenges they weren't well equipped to handle and had to think and use strategy rather than just pounce and smash (this is especially true for Rolemaster, where combat is deadly).