Kaiyanwang
Adventurer
But going back to the OP, WoTC would win back some of the disenfranchised if more conscious effort was made to reduce or at least smooth over the "metagame-ness".
I share this sentiment.
But going back to the OP, WoTC would win back some of the disenfranchised if more conscious effort was made to reduce or at least smooth over the "metagame-ness".
Oh you...He can.
See rules on Dual Classing if he is Human.![]()
I think, at some point, it is better to have an actual Core, and a series of additions that can be added to the Core. If everything is Core, then one presumably has to master everything to run the game. As the game evolves, the amount of Core material becomes staggering, and people who don't have the time to read thousands of pages of material are going to find something else to play.
"Everything is Core" seems, to me, to exist only to ensure that most players will either get a DDI subscription, or will buy (almost) everything. Options are things you don't necessarily need to buy. This might be a good business decision (if players buy into it, it is a good business decision), but it is a poor game design decision IMHO.
To me it sounds like your issue really isn't with the warlord, but with class based games in general.
As others have asked, why can't a fighter cast a spell?
I guess we disagree on this... I find it to be a great framework.
You were pointing out a random corner case to argue against a mechanic as a whole. It only seems to be arbitrary when you base the whole thing on that corner case. (Or so it feels from your posts...)
Hasn't the thread moved on to RPG design, with an interesting late diversion into branding?But that's not what the OP is about...
I'm not really advocating one thing comes first here though.
I'm advocating that rules shouldn't be added to the game to make the setting feel unique, as that's the flavor's job, and I'm also saying that if rules are created for one setting, and they are good for the game they should be added to the game as a whole.
Oh c'mon, don't pretend to be so obtuse -- you know exactly what I meant, and if you didn't, I don't have the time to spell it out. I don't meant to be rude, I just don't have the patience for this. Sorry, it's not you, it's me.No reason. They surely can. But the last time I checked, the real world didn't operate under D&D rules (any edition). I though we we're talking about imagery worlds, constructed wholly or in part, using various D&D rule sets.Why can't a computer programmer or digital artist teach his buddy the plumber, who he's spent years looting and camping with, one single Perl\CGI script or Photoshop faux-Impressionist image.Why can't an AD&D wizard teach his buddy the fighter, who he's spent years looting and camping with, one single 1st level spell?
Eh... I guess I have less of a pessimistic suspicious view of it.![]()
Well, not really. I don't mind classes per se. A figher can't cast a spell, in-game, for the same reason that most plumbers don't do rocket science.
Please don't get me wrong, I don't resent or dispute your love for 4E's framework. But that's not what the OP is about...
I just jumped into this thread rolling with the example that someone else brought up. I can bring up more examples to illustrate my point. Should I? I already one that's half baked in my word processor.
The number of settings tends to increase as the edition gets older. In general, you don't come out of the gate with a dozen of the things - they build up over time.
When it was two years old (1980) 1e had just Greyhawk in print, iirc. At the analogous time in its history (1991) I think 2e had Greyhawk, FR, and Dragonlance (all carried over from the previous editions, none of which call for notable mechanical changes outside of classes and races), and Dark Sun had just come out. Planescape, Ravenloft, Spelljammer, Al Qadim - all were later in 2e's history.
And now, two years out, 4e has? A couple of settings close to the core rule set that were carried over from the previous edition... and now Dark Sun? Interesting, and I expect the analogy may well be intentional on their part.
There seems to me to be a whole lot of sense to allowing a game to run along with its core rules for a while before offering up lots of variations.
Okay. Is this more about how WotC doesn't produce mechanical changes to back up setting flavor, or is it just that the settings they've produced so far are bland in flavor?
You were clear about era (2e and 3e). You were not clear about the characteristics - you didn't mention any specific ones at all! So I chose some characteristics to start with, as they'd gotten mentioned elsewhere in the thread, and seemed relevant.