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What Did You Want Fourth Edition to be Like?
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<blockquote data-quote="Silvercat Moonpaw" data-source="post: 4687157" data-attributes="member: 46652"><p>I really wanted 4e to be the D&D that fit me. 3e doesn't fit me: the rules weren't transparent enough for easy houseruling, too many tactics, and too focused on resources. Earlier editions don't work for me: not enough flexibility in the rules, not enough of the sort of rules support that I need to houserule, still more resource management than I want, too many un-unified bits, and too much assumption about what kind of story you are telling.</p><p></p><p>4e came out and there is still too much focus on tactics and resources.</p><p></p><p>What I wanted from 4e was a game that finally said "To hell with tactics! Let the players jump all over the place. To hell with resources! Let the game participants decide based on their story when they need to stop. Because this is a game for telling <em>stories</em> with." And not just one kind of story, either. I wanted them to drop all their past assumptions about what the default D&D story-world was like and present something that allowed you to make up your own story-world.</p><p></p><p>So:</p><p>They would have dropped Attacks of Opportunity. They would have dropped every rule that needed a grid. They would have dropped all "per day" stuff. They would have dropped anything where you needed to track time. They would have dropped any need to track ammo, coinage, and XP. They would have dropped skill points or made them easier to use. And they would have made the rules clear enough that if you saw a problem still existing you knew what to do to fix it yourself.</p><p></p><p>It wouldn't be D&D to a whole lot of people, I know. And in my opinion that's half the point.</p></blockquote><p></p>
[QUOTE="Silvercat Moonpaw, post: 4687157, member: 46652"] I really wanted 4e to be the D&D that fit me. 3e doesn't fit me: the rules weren't transparent enough for easy houseruling, too many tactics, and too focused on resources. Earlier editions don't work for me: not enough flexibility in the rules, not enough of the sort of rules support that I need to houserule, still more resource management than I want, too many un-unified bits, and too much assumption about what kind of story you are telling. 4e came out and there is still too much focus on tactics and resources. What I wanted from 4e was a game that finally said "To hell with tactics! Let the players jump all over the place. To hell with resources! Let the game participants decide based on their story when they need to stop. Because this is a game for telling [i]stories[/i] with." And not just one kind of story, either. I wanted them to drop all their past assumptions about what the default D&D story-world was like and present something that allowed you to make up your own story-world. So: They would have dropped Attacks of Opportunity. They would have dropped every rule that needed a grid. They would have dropped all "per day" stuff. They would have dropped anything where you needed to track time. They would have dropped any need to track ammo, coinage, and XP. They would have dropped skill points or made them easier to use. And they would have made the rules clear enough that if you saw a problem still existing you knew what to do to fix it yourself. It wouldn't be D&D to a whole lot of people, I know. And in my opinion that's half the point. [/QUOTE]
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