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Why do YOU want a new edition

Moggthegob

First Post
I am just curious, I being one of those not excited at the prospect of all the soon to be outdated sourcebooks on my bookshelf. I have not been able to keep thinking over and over to myself, why a new edition? I personally do not feel we need a new one but I know opinions vary.

My question is why?
Why a new edition?
Why no gnomes?
Why simplification(IME they seem very real for the type of risk some of these actions require IRL) Why....

Whats your reason for pining for a new edition of the game we all know and love .
Also, is the want for a new edition greater than the fear of a dud.

Just curious to see opinions and hoping to avoid thread crappers.

EDIT: Also, do you feel the new edition will address the reason you want a new edition?
 

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Because the 3E designers/producers didn't have the courage to kill the sacred cows.

4E may be the first D&D that has a clear design mindset. (We will see)
 

Because 3E/3.5, while a good game, still has some flaws that need fixing.

Because I find that 3.5 is a bit too numbers-heavy for my taste.

Because stat blocks should not occupy 1/3-1/2 the length of an adventure.

Because I'd like alternatives to the magic item-reliance of 3.5.

Because I like the notion of giving all classes interesting choices to make, like wizards have.

Because I like the notion of a more solid social interaction system for those times when RP isn't sufficient.

Because anything that speeds up play, and makes things simpler for the DM, is probably a good thing.

And finally, because of all we've heard about 4E so far, I like almost all of it, and the few aspects I don't like are fairly minor.
 

I don't particularly care about gnomes either way. Tieflings are cool, though.

D&D 3e and 3.5e were huge steps forward. They exposed a lot of the flaws in the system while none-the-less being a (mostly) workable system. They laid bare exactly what the sacred cows were costing us. They tried a lot of things, and we all saw what worked and what didn't.

If 4e learns from all that experience, then it will be worth some excitement.

Cheers, -- N
 

Mouseferatu said:
Because I like the notion of giving all classes interesting choices to make, like wizards have.

.
See I felt that wizards having expendable resources was the oppurtunity cost for having interesting spells. And fighters, if they chose not to specialize do have some pretty incredible things and choices they can make. To me a fighter is more like a sorceror they pick their powers and live with them and can use them more often. With a fighter you pick permanently with no hope of change but have an unlimited resource pool. Seems fair to me. Making everyone equal seems kinda lame. Otherwise a party of 6 of any one class could do just fine which frankly aint dnd.
 

Moggthegob said:
See I felt that wizards having expendable resources was the oppurtunity cost for having interesting spells. And fighters, if they chose not to specialize do have some pretty incredible things and choices they can make. To me a fighter is more like a sorceror they pick their powers and live with them and can use them more often. With a fighter you pick permanently with no hope of change but have an unlimited resource pool. Seems fair to me. Making everyone equal seems kinda lame. Otherwise a party of 6 of any one class could do just fine which frankly aint dnd.

First off, making all classes equally interesting isn't the same thing as making them all the same.

Second, I'm not talking about choices like "What spell am I going to learn at this level?" I'm talking about "What do I do this round?"

Giving fighters maneuvers gives them more options than "I hit. I hit it again. Oh, look I hit it a third time. Maybe I'll try to disarm it this round. I hit it again."

More choice of actions makes combat a lot more interesting and exciting.

But if you think I'm advocating that all classes be exactly the same, you're definitely not reading me right.
 

3.0 3.x was a huge step forward in gaming, but gaming should continue to evolve. Now, I may be a bit predjudice because I sold off all of my 3.0 books except for a few campaign settings and only bought 3.5 core books. I found that the millions of options in the splat books did not bring me any more enjoyment of the game and that my players if interested in it already bought the splats. I prefer fluff over crunch.

3.5 is very number heavy and has a handful of facets that are just cumbersome or did not really fit in. I want something that is a bit streamlined and quicker to prep. I am a very casual player and hate the time it takes me to prepare stats and abilities for combat. The online part to automatic character creation will be worth the cost of admission alone
 

I would be interested in seeing a new edition for the following reasons:

Magic Items, you should not be expected to have a certain number of magic items (I mitigate this in my games)
Spells of 6th level and higher still break the game (I consider them somthing like artifacts in my game)
Magic Items need to be sorted by function rather than form.
The stats are too unweildy.
Rules are hard to find and cumbersome to use.
All Undead Should be templated. (or whatever mechanic symbolizes a condition that is aquired)
 

See I dont like maneuvers, at least how written most of the time because they dont seem realistic and, if i recall dont use anything more than a swift action. Plus Bo9s took a look at the core rules and said lets find a thousand ways to mess with them which really frustrated me as a DM and due to over flashiness instead of doing your job resulted in a few unneccessary TPKS.

That and I just feel like no matter how many maneuvers you have the biggest thing will always be"How do I do as much damage as possible" and for flavor regarding how you hit, there is no mechanic in the world that can top roleplaying. I never saw the "fighter problem" but then again I play with a group where mages and clerics are very rare(they all play fighters and never have gotten bored with them so somethingm ust be right). I feel that tactical postionioing involved for fighters was always thier big in combat decision. If you lay without minis this feel is really lost.

WOW, I really rambled. Sorry.
My real point is I am trying to get into 4e but I cant seem to find a reason good enough for me.
 

So far I havn't heard anything that I don't like about 4e. I'm not a fanboy, just a lot of the changes have been a long time coming.

-Faster, streamlined play. High level should play just as fast/smooth as low level.

-Quicker DM prep time. IMHO relying on a program to stat out NPCs because doing it on paper is too long is a design flaw.

- Players requiring X amount of magic items to survive was/is too fine of a line to tread. what's too much? What's too little?
 
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