n00bdragon
First Post
I find it hilarious how this topic has devolved from how to get people who liked 4e to like 5e to yet another topic where all the people who hate 4e justify (again) why they hate it.
There's been plenty of people on both sides edition warring here. People saying 4e has these problems, and the 3.X has these problems, and both in the context of "proving why that's bad" (sometimes even "objectively"). The conversation should drift back to a useful topic, but it's certainly not one-sided here. Both sides should tone it down than they have. As always, play what you likeI find it hilarious how this topic has devolved from how to get people who liked 4e to like 5e to yet another topic where all the people who hate 4e justify (again) why they hate it.
That amounts to my experience too. 3e seemed to reflect a lot of trends in house rules and some game simplification (cyclical initiative, for example) that had debuted elsewhere. I no longer have the details but I swear I saw the 3 saves, or something like them, on a website in the 2e days. And even the skill structure, while fairly new to D&D (I can't remember how closely it developed out of Player's Option ideas and am too lazy to look them up right now), were familiar from other sources.
4e, by comparison, came up with whole new structures that I, at least, wasn't familiar with, and then restructured the classes and their mathematical progressions to fit into them. A positive spin might say that they did a lot more innovating. A not so positive one would be that they made a different game and slapped on the D&D brand.
Well, there is another claim (was it in this thread), that the world "clearly" is usually implying exactly the opposite and just an attempt to avoid having to explain something.To who? I found getting into 4E much easier than 3E. But there we are again in the own-experiences-only area, and there's not much to discuss. I find the premise false based on my experiences. Others presumably feel otherwise. So...?
The impetus of this part of the discussion was Libramarian's claim that 4E is "clearly" the edition most unlike the others, in the context of arguing that 4E should be the one "left out" in order to please the greatest proportion of fans. To which Hussar responded that he thought the biggest difference is between 2E and 3E, presenting reasons for that statement, which I found quite convincing.
So it hasn't been about figuring out why 3E was "easier to get into". It's about refuting the assertion that 4E is obviously the most "not D&D" edition and therefore should be given the least amount of thought when designing 5E.
Again, it comes down to experience. The list GregK puts forward are things I never actually saw in 2e. We never did the Skills and Powers thing, so, I have no idea what was in there. Ascending AC's? Really? I played with a lot of groups and a lot of different people and I never once saw that one.
OTOH, most of the changes in 4e I had already seen in 3e. Tome of Magic and Bo9S both saw play at my table, as did Reserve Feats and a number of other elements, up to and including healing wands for quick and easy healing.
So, to me, I see things as completely opposite to you Bill91. 3e made far more sweeping changes to the game, IME, than 4e did. Like I posted earlier, you could put a 3e player down and give him a 4e character sheet and he could play with very little teaching. The 2e (and certainly not the 1e) player couldn't play 3e without much, much steeper learning curve.
He could believe it because, as many people have mentioned, they're not just looking at the game per se, but how it was played at their tables. They're looking not just at the rules, but how they changed the rules for their own purposes. As I said, they can perceive the difference differently because of that, but you need more than just your perceptions to support a claim that one edition of D&D should be largely ignored in favour of the others when designing 5E.But someone said "clearly" it wasn't that different. So, why would he believe that? How does he come to this conclusion, if we can't find it in the rules as written?
Indeed, as I mentioned above (in reverse). Someone mentioned that 3E isn't that different from 2E if you include skills & powers. But it you want to bring that into the discussion, then you also have fighters with daily powers in 3E. So it closes the gap both between 2E and 3E, and between 3E and 4E, which is hardly surprising. Editions develop over time and ideas from later development in one edition are often carried over into the next.But if you are going to include Tome of battle, you kind of have to include skills and powers.
And I honestly find 3E a much bigger jump from the previous edition than 4E. That by itself is presumably enough to defeat the idea that 4E is "clearly" the most different, and as such it should be largely ignored when designing 5E.This is a subjective call, but I honestly find 4e a much bigger jump from the previous edition than 3e.
Well thank you for the explanation. I can understand what you're saying, but from my point of view, doing a 'revised 4e', 'revised 3e' and 'classic' sounds like 3 new editions to me, likely as not to create more splits in the community.It isn't contradictory because the design here is to deal with the fact that the base is split three ways by offering three (maybe four) seperate lines fully tailored to each camp. So in this nstance you are not splitting the base further, rather you are retaining the current base by building on 4e with a 4e revised line, bringing back 3e customers with a revised 3e that is in the spirit and mold of the original, and reclaiming AD&D fans by doing a classic edition line. These would still all be new, but made in a way to appeal to the fans of those editions. It does have risks but it really isn't that different from what they are proposing in Next. They are just better able to customize the "modules" by removing the core system. So the 4e version isn't hindered by the fact that the core accomodotes 3e, and 3e revised isn't hindered by the need to seriously limit multiclassing for other editionsin the core. Each line will be more perfect for each target audience because they are not forced to share core mechanics.
The edition treadmill is different because you lose customers with each split. But if a split exists andyou can offer up different products for each group, you can retain those customers.