You can't do that with a 3.5 splat book class (play with the 3.0 PHB, DMG, and MM)...
That's weird, 'cause I've done it.
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You can't do that with a 3.5 splat book class (play with the 3.0 PHB, DMG, and MM)...
All you say here may be true. It doesn't go one step, however, towards showing that 4e is a tactical skirmish game punctuated by freeform improv, which is the main contention of the Justin Alexander blog.
Hence the reason why that blog remains rather contentious.
So did I (XPH classes in an otherwise 3.0 game). And I played 2e when the DM was using 1e and Basic adventures. But it doesn't change that there were a lot of fiddly differences between core 3.0 and 3.5; I never played 1e, but it seems to me that 3.0->3.5 was a similar level of change to 1e->2e.That's weird, 'cause I've done it.
But it doesn't change that there were a lot of fiddly differences between core 3.0 and 3.5;
So what is the criteria for a new edition? The first thing you asked was did it replace or overwrite things... which it did. Now your criteria seems to be...does it invalidate character classes.
The thief can attempt it all he wants. He just fails.
Mustrum, I thought the same thing. Didn't you or me even post it already upthread?Oh, if that works for you. The 4E Fighter can use his Daily all he wants. He just fails after the first try.
I think this is a standard definition of stances:Everything you're giving an example of isn't the player taking authorial stance though, they are still making the decision and controllling only the actions of their PC.
This is quintessential author stance. I don't think it's very controversial that this is part of RPGing.I also have no problem at all stepping back from my character, and saying, "You know what? The optimal / rational / smart in-character decision is probably [X]; but I think it will take the game in a more interesting direction if I do [Y] instead. Is [Y] something that makes me look like a jerk to the other players? Nope? Okay, can I come up with a reason why my character might do [Y]? Uh ... yeah, I can see that. Fine then - my character does [Y]."
It just boggles the mind that people not only will not do that themselves, but seem to think that it cannot be done at all without somehow transforming the experience into "not roleplaying."
I think this issue of fictional positioning is important. And I think 4e takes a particular approach to fictional positioning: keywords are very important to it, and in combat some parts of the fiction (eg details of facing, weapon technique used, etc) aren't relevant to action resolution. In skill challenges, it relies heavily on the GM to adjudicate the details of the fiction.Me, reading the theory: But that means that the player can't interact with the game world. The player can't make choices based on what's happening in the fiction.
Me: Oh, okay. Yeah. I've been thinking about that a lot lately. Why didn't you say that in the first place?
I agree with this.Every RPG has rules abstractions and meta-game mechanics. The effects of these on you and your group are entirely entirely subjective.
Some systems have more, some have less, the only question is how your group manages them, and the kind, degree, frequency, and principle of the mechanics in question as they relate to your style.
In other words, "dissociation" only exists because a group accepts a particular belief about how action resolution should happen, and is most common in groups that adhere to "simulationist" / pure process resolution models.
I'm glad I ended up making sense to you!I stumbled on to something [MENTION=42582]pemerton[/MENTION] said in the old "dissociation" thread that made absolutely no sense to me at the time. pemerton, I just want you to know, that the following quote now makes PERFECT SENSE
My own view is that Essentials is an unstable mix of marketing ("new onramp", "evergreen product", etc) and gameplay (essentially errata plus splatbooks for 4e).Yet essentials were billed as the new evergreen corebooks... that seems like replacement to me... regardless of how you actually chose to use them.
I find /some/ worthwhile content in Essentials, specifically in the RC (skill challenges) and MV (MM1 monsters updated to MM3 standards, occasional gems in the "woolly flavor text").Some worthwhile content in my view (though I know some others disagree eg [MENTION=996]Tony Vargas[/MENTION]), but the editors and marketers did a really poor job in my view.
I don't really regard these as two completely separate editions. They seem to share a lot more in common than 4e and 5e do. If you want to dig deep into .5's, then surely you must consider 4-Essentials to be 4.5, and thus we're back to 4.5e being the shortest of the editions (1 year?) and 4e to be close on its tails (2 years?). Whens speaking of market share, it wasn't 3e that saw them loose the spot as the world's [URL=http://www.enworld.org/forum/usertag.php?do=list&action=hash&hash=1]#1 [/URL] tabletop game.
Who said it was? The fact remains the company doesn't give a whit about a solid ruleset, they care about rate of return and sales. For another example I give you reality TV. Network execs see the cost/return numbers and don't care it's not quality or creative, only that it makes them money.My point was ultimately that sales data can't be used as a metric for whether or not an edition was a solid ruleset enjoyed by millions.
By your definition designers certainly aren't waiting for sales data or direction, they've got ideas still in the bucket not introduced with the last product and stuff they're coming up with all the time. (We'll come back to this)Game designers are inherently tinkerers, so when sales data comes to them that tells them to get started on the next e or next .5 because they need a new sales spike, they can't help but react to the game that exists and change it into something that reflects their own take on the goals for the redesign.
If you believe this I've got some ocean front property in Iowa you may be interested in. They had outside input as well as market research. They weren't a bunch of dummies cooped up ignoring the outside world.One of the lessons learned with 4e seems to be that if you only include the goals of one insular group of people in Washington State who play the game in a particular way (or think it can be marketed most profitably in a particular way), it's going to loose you a whole lot more than it gains.
It's realistic and not really cynical.That seems very cynical to me. I see no reason not to take what WotC says at face value. They're putting an insane amount of time and money on the line if it's just a marketing stunt, and what's more, the feedback seems to be heard and responded to (see: Combat Superiority).
Yes and no. I'm not claiming it's a majority, but there's definitely a group there. It's more like a Venn Diagram than overlapping groups.You also seem to be conflating two groups of people. I don't think those who complained about 3e are, in most cases, the same people that complained about the changes that 4e brought.
Doubtful. People want Vancian Wizards for different reasons, I'm not claiming otherwise. I do think they should not have Vancian Wizards as core (or any system past at-wills) but have that module in the first product offering.I think selection bias has perhaps clouded your view of all the people who want a Vancian Wizard, and also your view of all the ways WotC has at their disposal to give those who want a variant, a variant.
And I agree with that. I think they should. I also think that it should be set up as alternate spell systems should not supercede anything in the core system but handled as add-ons.5e is modular, after all, and they've explicitly stated that alternate spell systems is something they want to include.