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<blockquote data-quote="Knightfall" data-source="post: 5767017" data-attributes="member: 2012"><p>Dear Mike and Monte,</p><p></p><p>I am responding to the request on this thread because I have strong feelings about the current state of Dungeons and Dragons. Note that I have tried to like 4e, and in some ways, I do like certain aspects. (Themes are a great example.) As well, certain products were highly innovative such as the Essentials line. Monster Vault is my favorite 4e product.</p><p></p><p>However, overall I am unhappy with the current game system. This fact has forced me to stick with v.3.5 or look towards games such as Castles & Crusades and the Pathfinder Roleplaying Game.</p><p></p><p>Now, I understand why 4e changed so much after the "experience" that was 3e and the OGL. While I can't say what the final reason(s) was/were at Wizards of the Coast, I can guess. But, I'm not going to go there.</p><p></p><p>Instead, I want to focus on the positive, and I hope you will do the same. D&D, as a game, has been the driving force behind the roleplaying game industry for nearly as long as I have been alive. In that time, it has changed a lot. Some good, some not so good, and some very bad.</p><p></p><p>I cut my teeth on Advanced Dungeons and Dragons 2nd Edition; I knew that system had flaws, but I enjoyed the game immensely, regardless. When 3rd Edition was announced, I was excited and skeptical. The game would have to be outstanding for me to love it as much as I did 2E.</p><p></p><p>Is it wrong for me to say that I loved a pen and paper RPG system. Perhaps. <img src="http://www.enworld.org/forum/images/smilies/blush.png" class="smilie" loading="lazy" alt=":blush:" title="Blush :blush:" data-shortname=":blush:" /></p><p></p><p>Regardless, 3E was a smash hit with me. It gave me everything that I needed to truly build my own game world(s). It allowed me to take raw ideas and fit them to the game system. I could create my own races, classes, prestige classes, feats, skills, spells, domains, etc. And I could do it without breaking a sweat.</p><p></p><p>4E does not allow me the same flexibility to create all that I need. If I'm to buy 5E, it has to allow for modularity. And it must be able to do it quickly and easily. If it doesn't, you've lost me.</p><p></p><p>I have no problem with the concept of powers. I do have a problem with there being so many of them. Powers should not be the defining concept for 5E. Spells should be spells. Arcane and divine classes (as well as psionic ones) should not be relegated to being the same as martial classes. They are special for a reason. Yes, wielding a sword isn't easy, but it isn't the same as harnessing arcane might or channeling the power of the Gods.</p><p></p><p>Warriors and rogues can have other options. Stunts, knacks, or whatever you want to call them.</p><p></p><p>For me, powers should represent something special that goes beyond the traditional core benefits of a class. Abilities that are supernatural and innate come to mind. Powers should stand out above the rest of the core mechanics. Otherwise they are not truly powerful.</p><p></p><p>(And the core classes should be THE core classes that go back to the beginning of the game. Period. Save the "new" classes for splats or a Player's Handbook II.)</p><p></p><p>How do you implement this? I do not know. I wish I did. I wish I could make it easy for you and for everyone else that plays/DMs D&D.</p><p></p><p>What I do know is this: you cannot just throw away the history of the game. The new planar design is interesting, but tore down too much of what existed previously. That was a huge minus for me. A redesign is a good idea, but it must pay homage to the game's roots.</p><p></p><p>I have no problem with the new core gods. The core game should have its own core pantheon that is separate from the rest of the D&D worlds. The new alignment system has grown on me although there should be an option to use the old nine alignment system.</p><p></p><p>Yes, I'm asking a lot.</p><p></p><p>The core game needs to be accessible to everyone. I understand WotC's need for DDI, and it has been a resounding success for those who love the idea of everything being online. I wish I was one of them, but I am not.</p><p></p><p>I guess this makes me an old grognard. So be it.</p><p></p><p>I need the physical product in my hands. Accessing game material electronically is okay, but it can never replace the feel of the books in my hand. I guess the thing I miss the most are the physical copies of DRAGON and DUNGEON Magazine. Yes, I realize that print magazines are dying, but I still miss them. (Thank the Maker for Kobold Quarterly.)</p><p></p><p>5E needs a way to get the online content into my hands as a printed reference. I need that option or you've lost me.</p><p></p><p>POD comes to mind.</p><p></p><p>Now for the really hard part. The whole OGL vs. GSL vs. no open support at all debate.</p><p></p><p>I know what I want, but I don't think I'm going to get it. I want WotC to embrace open gaming once again. Yes, more restrictions are fine. Whatever protects your IP should be considered. But it cannot cripple the spirit of the license. The GSL was a fart in the dark. A puff of wind pointed at the 3PP community.</p><p></p><p>Yes, I know I said I wasn't going to go there, but I needed to write it.</p><p></p><p>If WotC isn't going to support the spirit of the Open Gaming ideal, then I say "just forget it." Move on. Make D&D the best game it can be without worrying about whether or not it has 3rd-party support. The game has always been at/near the top of the roleplaying game industry. I believe 5E can remain so even without an OGL. (But. I. Still. Want. One!)</p><p></p><p>As long as the core game is good, I will likely buy it. If the entire game is great, I will jump for joy.</p><p></p><p>Thank you for your time.</p><p></p><p>Regards,</p><p></p><p>Robert P. Blezard</p><p>a.k.a. Knightfall</p><p></p><p>Edmonton, Alberta</p><p>CANADA</p></blockquote><p></p>
[QUOTE="Knightfall, post: 5767017, member: 2012"] Dear Mike and Monte, I am responding to the request on this thread because I have strong feelings about the current state of Dungeons and Dragons. Note that I have tried to like 4e, and in some ways, I do like certain aspects. (Themes are a great example.) As well, certain products were highly innovative such as the Essentials line. Monster Vault is my favorite 4e product. However, overall I am unhappy with the current game system. This fact has forced me to stick with v.3.5 or look towards games such as Castles & Crusades and the Pathfinder Roleplaying Game. Now, I understand why 4e changed so much after the "experience" that was 3e and the OGL. While I can't say what the final reason(s) was/were at Wizards of the Coast, I can guess. But, I'm not going to go there. Instead, I want to focus on the positive, and I hope you will do the same. D&D, as a game, has been the driving force behind the roleplaying game industry for nearly as long as I have been alive. In that time, it has changed a lot. Some good, some not so good, and some very bad. I cut my teeth on Advanced Dungeons and Dragons 2nd Edition; I knew that system had flaws, but I enjoyed the game immensely, regardless. When 3rd Edition was announced, I was excited and skeptical. The game would have to be outstanding for me to love it as much as I did 2E. Is it wrong for me to say that I loved a pen and paper RPG system. Perhaps. :blush: Regardless, 3E was a smash hit with me. It gave me everything that I needed to truly build my own game world(s). It allowed me to take raw ideas and fit them to the game system. I could create my own races, classes, prestige classes, feats, skills, spells, domains, etc. And I could do it without breaking a sweat. 4E does not allow me the same flexibility to create all that I need. If I'm to buy 5E, it has to allow for modularity. And it must be able to do it quickly and easily. If it doesn't, you've lost me. I have no problem with the concept of powers. I do have a problem with there being so many of them. Powers should not be the defining concept for 5E. Spells should be spells. Arcane and divine classes (as well as psionic ones) should not be relegated to being the same as martial classes. They are special for a reason. Yes, wielding a sword isn't easy, but it isn't the same as harnessing arcane might or channeling the power of the Gods. Warriors and rogues can have other options. Stunts, knacks, or whatever you want to call them. For me, powers should represent something special that goes beyond the traditional core benefits of a class. Abilities that are supernatural and innate come to mind. Powers should stand out above the rest of the core mechanics. Otherwise they are not truly powerful. (And the core classes should be THE core classes that go back to the beginning of the game. Period. Save the "new" classes for splats or a Player's Handbook II.) How do you implement this? I do not know. I wish I did. I wish I could make it easy for you and for everyone else that plays/DMs D&D. What I do know is this: you cannot just throw away the history of the game. The new planar design is interesting, but tore down too much of what existed previously. That was a huge minus for me. A redesign is a good idea, but it must pay homage to the game's roots. I have no problem with the new core gods. The core game should have its own core pantheon that is separate from the rest of the D&D worlds. The new alignment system has grown on me although there should be an option to use the old nine alignment system. Yes, I'm asking a lot. The core game needs to be accessible to everyone. I understand WotC's need for DDI, and it has been a resounding success for those who love the idea of everything being online. I wish I was one of them, but I am not. I guess this makes me an old grognard. So be it. I need the physical product in my hands. Accessing game material electronically is okay, but it can never replace the feel of the books in my hand. I guess the thing I miss the most are the physical copies of DRAGON and DUNGEON Magazine. Yes, I realize that print magazines are dying, but I still miss them. (Thank the Maker for Kobold Quarterly.) 5E needs a way to get the online content into my hands as a printed reference. I need that option or you've lost me. POD comes to mind. Now for the really hard part. The whole OGL vs. GSL vs. no open support at all debate. I know what I want, but I don't think I'm going to get it. I want WotC to embrace open gaming once again. Yes, more restrictions are fine. Whatever protects your IP should be considered. But it cannot cripple the spirit of the license. The GSL was a fart in the dark. A puff of wind pointed at the 3PP community. Yes, I know I said I wasn't going to go there, but I needed to write it. If WotC isn't going to support the spirit of the Open Gaming ideal, then I say "just forget it." Move on. Make D&D the best game it can be without worrying about whether or not it has 3rd-party support. The game has always been at/near the top of the roleplaying game industry. I believe 5E can remain so even without an OGL. (But. I. Still. Want. One!) As long as the core game is good, I will likely buy it. If the entire game is great, I will jump for joy. Thank you for your time. Regards, Robert P. Blezard a.k.a. Knightfall Edmonton, Alberta CANADA [/QUOTE]
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