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What Did You Want Fourth Edition to be Like?
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<blockquote data-quote="Katemare" data-source="post: 4688139" data-attributes="member: 80996"><p>Oh, a thread that I can contribute to.</p><p></p><p>I like 3.x much with its immense amount of official and third-party supplement, and its non-combat crunch. I never played AD&D, though, but now that I have read some of its supplement I value its wast flavor (for example, the MM description of sphinxes gave me such insight on their life! And many story ideas, too). And so, I was anticipating 4E.</p><p></p><p>From Wizards' press releases I was imagined it like that:</p><p></p><ul> <li data-xf-list-type="ul">More distinct, tangible everything. Different races create different gameplay/feel at all levels, every DM entity (monsters, NPC, locations...) have a distinct interaction (role), that leaves vivid impression and so on.</li> </ul><p></p><ul> <li data-xf-list-type="ul">More variable classes via power selection. Something like non-exclusive talent pathes, and instead of prestiges supplement would add pathes (think Enecyclopeadia Arcane's magic traditions).</li> </ul><p></p><ul> <li data-xf-list-type="ul">Transparent and steamlines rules, easy to use, easy to houserule.</li> </ul><p></p><p>Some say that 4E is all that. But I was really stunned with the drop of flavor, classic fantasy cliches (such as polymorph) and non-combat crunch, and the fact that "role" equals "combat role". Class abilities also seemed vague (with no comprehensive list) and uninteresting ("flashy name - gameplay-unrelated flavor - system descriptors - you deal X, and Y until end of turn"). _For me_ (that indicates "IMHO"), 4E wasn't neither fantasy role-playing game nor inspiring wargame.</p><p></p><p>I hope that third-party publishers will change that. For example, "Big Bugs" monsters from Goodman Games really _are_ tangible, distinct and rules/role-transparent.</p></blockquote><p></p>
[QUOTE="Katemare, post: 4688139, member: 80996"] Oh, a thread that I can contribute to. I like 3.x much with its immense amount of official and third-party supplement, and its non-combat crunch. I never played AD&D, though, but now that I have read some of its supplement I value its wast flavor (for example, the MM description of sphinxes gave me such insight on their life! And many story ideas, too). And so, I was anticipating 4E. From Wizards' press releases I was imagined it like that: [LIST] [*]More distinct, tangible everything. Different races create different gameplay/feel at all levels, every DM entity (monsters, NPC, locations...) have a distinct interaction (role), that leaves vivid impression and so on. [/LIST] [LIST] [*]More variable classes via power selection. Something like non-exclusive talent pathes, and instead of prestiges supplement would add pathes (think Enecyclopeadia Arcane's magic traditions). [/LIST] [LIST] [*]Transparent and steamlines rules, easy to use, easy to houserule. [/LIST] Some say that 4E is all that. But I was really stunned with the drop of flavor, classic fantasy cliches (such as polymorph) and non-combat crunch, and the fact that "role" equals "combat role". Class abilities also seemed vague (with no comprehensive list) and uninteresting ("flashy name - gameplay-unrelated flavor - system descriptors - you deal X, and Y until end of turn"). _For me_ (that indicates "IMHO"), 4E wasn't neither fantasy role-playing game nor inspiring wargame. I hope that third-party publishers will change that. For example, "Big Bugs" monsters from Goodman Games really _are_ tangible, distinct and rules/role-transparent. [/QUOTE]
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