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Speculation about "the feelz" of D&D 4th Edition
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<blockquote data-quote="AbdulAlhazred" data-source="post: 7020756" data-attributes="member: 82106"><p>I never got the feeling they wanted you to 'hit the highway' if you didn't play the way the playtesters imagined the game being played. It was a new game, and they explained its play style, they didn't spend a lot of time talking about how to tweak that. I don't recall that 1e, 2e, or really even 3e or 3.5e did either, though they accumulated a lot of traditions and materials that (because these systems are largely conceptually analogous and can support similar techniques) remained a part of the corpus of D&D, until 4e changed all the rules. I can see why 5e went to such pains to explicitly talk about this. Really though, IMHO each edition pretty well plays a specific style well and none of them is exceptionally more flexible than the others.</p><p></p><p></p><p></p><p>I think it is a bit more general than that even. All those little quirky things were definitely part of the color of the game, but so were all the oddities of each spell, and even particular rules. I think 4e could have cultivated some of this color a lot better too. It has its own equivalents, but that doesn't mollify tradition very well.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 7020756, member: 82106"] I never got the feeling they wanted you to 'hit the highway' if you didn't play the way the playtesters imagined the game being played. It was a new game, and they explained its play style, they didn't spend a lot of time talking about how to tweak that. I don't recall that 1e, 2e, or really even 3e or 3.5e did either, though they accumulated a lot of traditions and materials that (because these systems are largely conceptually analogous and can support similar techniques) remained a part of the corpus of D&D, until 4e changed all the rules. I can see why 5e went to such pains to explicitly talk about this. Really though, IMHO each edition pretty well plays a specific style well and none of them is exceptionally more flexible than the others. I think it is a bit more general than that even. All those little quirky things were definitely part of the color of the game, but so were all the oddities of each spell, and even particular rules. I think 4e could have cultivated some of this color a lot better too. It has its own equivalents, but that doesn't mollify tradition very well. [/QUOTE]
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