GregoryOatmeal
First Post
WOTC has a beautiful dream, and I'm feeling a lot of love from this company. It's really beautiful to see they're working on unifying people after all of the trolls flocked to my posts about modules supporting multiple editions and ending the edition treadmill. After all, despite some unimaginative and unproductive responses WOTC ultimately came to the same conclusion I did. The game thrives when people aren't divided by editions and D&D products are inter-compatible.
Still that's a tall order. How can a level 12 4E Deva invoker, a level 12 1E fighter, and a level 12 3.5 multi-prestige-classed whatever go through the 2E Return to the Tomb of Horrors?
I've been wondering that and this is what I arrived at. The way I see it each edition is like a language that is stronger at expressing certain ideas than other languages. In most cases an analogue translation exists and the different languages can effectively communicate most of the same ideas. If not, ya know, we'll think of something, it's just D&D. Translations can't be perfect. So a 2E non-weapon proficiency is roughly equivalent to, I dunno, 8 skill ranks (or whatever number you think sounds right). It's good enough, it works. The game will break and certain builds will be unbalanced and hard to translate, but that seems a fair trade-off for getting everyone back together at the table.
Developing rules to translate between editions seems a lot easier than actually playing a game this way. Effectively everyone would tell the DM what they're doing in their language, the DM would translate and process the result, and then return the result to the table in a language that everyone understands. Presumably players would then retranslate that back to their native language. Whose head wouldn't explode while playing such a complicated game?
The only way I see that working is if everyone at the table has a tablet, a smart phone, a laptop, or some kind of device feeding data to the DM's device. They develop their character and the devices feed each other data and do the translating. I'm not sure how feasible that is as a programming challenge... it seems hard but doable with enough resources.
If this does come to pass I suspect unless we all agree to speak the same language we will ultimately require a DDI subscription to play in this manner. This seems like the direction WOTC would want to go, since profit margins must be higher for subscriptions than books. As books, bookstores, and gaming stores become less feasible D&D will increasingly be driven by apps and subscriptions.
In the short term I see some big obvious hurdles. When I was 12 and started playing D&D buying a subscription was totally out of the question. Then we played D&D, always a game with huge barriers to entry, with merely a 2E PHB, a 1E MM some dice and our imagination. Now many people can't imagine playing 4E without a grid. Add smart-phones and costly monthly subscriptions to the mix and you've got a game that is very cost-prohibitive to the under-16 crowd. And to be honest many of the folks in my group may refuse to buy the subscription (most of them don't own the core rulebook to the games we play anyway). So if the goal is unifying all the different factions of the edition war I'm concerned this may backfire. What would most likely happen is players would play in the base language of 5E that requires the least time and technology to translate.
I'm just thinking out loud. This is pure speculation and I may be totally off-base. I hope I am and WOTC continues to surprise me. What do you guys think? How can WOTC implement modular game-play and technology?
Still that's a tall order. How can a level 12 4E Deva invoker, a level 12 1E fighter, and a level 12 3.5 multi-prestige-classed whatever go through the 2E Return to the Tomb of Horrors?
I've been wondering that and this is what I arrived at. The way I see it each edition is like a language that is stronger at expressing certain ideas than other languages. In most cases an analogue translation exists and the different languages can effectively communicate most of the same ideas. If not, ya know, we'll think of something, it's just D&D. Translations can't be perfect. So a 2E non-weapon proficiency is roughly equivalent to, I dunno, 8 skill ranks (or whatever number you think sounds right). It's good enough, it works. The game will break and certain builds will be unbalanced and hard to translate, but that seems a fair trade-off for getting everyone back together at the table.
Developing rules to translate between editions seems a lot easier than actually playing a game this way. Effectively everyone would tell the DM what they're doing in their language, the DM would translate and process the result, and then return the result to the table in a language that everyone understands. Presumably players would then retranslate that back to their native language. Whose head wouldn't explode while playing such a complicated game?
The only way I see that working is if everyone at the table has a tablet, a smart phone, a laptop, or some kind of device feeding data to the DM's device. They develop their character and the devices feed each other data and do the translating. I'm not sure how feasible that is as a programming challenge... it seems hard but doable with enough resources.
If this does come to pass I suspect unless we all agree to speak the same language we will ultimately require a DDI subscription to play in this manner. This seems like the direction WOTC would want to go, since profit margins must be higher for subscriptions than books. As books, bookstores, and gaming stores become less feasible D&D will increasingly be driven by apps and subscriptions.
In the short term I see some big obvious hurdles. When I was 12 and started playing D&D buying a subscription was totally out of the question. Then we played D&D, always a game with huge barriers to entry, with merely a 2E PHB, a 1E MM some dice and our imagination. Now many people can't imagine playing 4E without a grid. Add smart-phones and costly monthly subscriptions to the mix and you've got a game that is very cost-prohibitive to the under-16 crowd. And to be honest many of the folks in my group may refuse to buy the subscription (most of them don't own the core rulebook to the games we play anyway). So if the goal is unifying all the different factions of the edition war I'm concerned this may backfire. What would most likely happen is players would play in the base language of 5E that requires the least time and technology to translate.
I'm just thinking out loud. This is pure speculation and I may be totally off-base. I hope I am and WOTC continues to surprise me. What do you guys think? How can WOTC implement modular game-play and technology?