Is D&D (WotC) flaming out?

Stormonu said:
Definately. If there were as many options to choose tactics when interacting with others as we had options for combat, that would go a long way to making those interactions interesting ...
Yes, language is just so lacking in options. For instance, in that quote you used the word "as" twice (which is required to execute the Exemplary Comparison) and "to" twice as well (but prepositions are At Will).

Of course, all 27 other words were unique. Moreover, when one considers the bigger scheme of sentences and paragraphs, your 888 posts don't seem so terribly redundant.
 
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What I'm trying to say is this: Old School is about saying smart things, New School is about rolling hot dice. They cannot get any more different than that. In Old School you succeed or fail based on your ability to make clever inferences about the game world and/or say things which count as clever within the context of that world. But it's basically a test of the cleverness of the player. New School, on the other hand, is a test to see whether you can roll high. If you roll high, you win. Those are very different games.

:confused:

Wait. What??
 

What I'm trying to say is this: Old School is about saying smart things, New School is about rolling hot dice. They cannot get any more different than that. In Old School you succeed or fail based on your ability to make clever inferences about the game world and/or say things which count as clever within the context of that world. But it's basically a test of the cleverness of the player. New School, on the other hand, is a test to see whether you can roll high. If you roll high, you win. Those are very different games.
:confused:

Wait. What??

Ten foot pole prodding vs Skill Challenge Yahtzee, if you put it flippantly.
 

4e needs player skill in a couple of areas.

Combat tactics, single and group tactics on the battle mat.
Deck building, again, single and group deck building skills are important.

I think if your players are very poor at those they will still win, it'll just be much more of a chore, assuming you don't vary from the recommended encounter design.
 



What I'm trying to say is this: Old School is about saying smart things, New School is about rolling hot dice. They cannot get any more different than that. In Old School you succeed or fail based on your ability to make clever inferences about the game world and/or say things which count as clever within the context of that world. But it's basically a test of the cleverness of the player. New School, on the other hand, is a test to see whether you can roll high. If you roll high, you win. Those are very different games.
There is nothing in your formulation that precludes Old School activity in the New School paradigm. You can still say smart things and gain a bonus or if you impress the DM enough an automatic success.

On the other hand I know of one player who quit rpgs after a long (but quite hilarious, for the others present) session of epic fail where his character ended up is worse situations one after another because he could not make up stuff on the spot.

In hindsight, I should have ran the session in another way, I miss him as a player but at the time I knew no better. It does give me an appreciation for the bluff skill though.
 

If you get that, then I'd like to see the ladies of the edition wars offer an interpretive dance of the saga thus far.
I've seen this. It's awesome! My wife is a gamer and a bellydancer. (Don't hate me.)

Actually, most DMs are wise to the ten foot pole by now. Many groups are upgrading to 11 or even 12 foot poles. Personally, I think the best thing to do is just tie a rope around the rogue and toss him in (adding the dwarf as ballast if necessary).
In my experience halflings tend to work better than dwarves, if only because you can almost always convince the halfling that it is a good idea and worth trying.

Flamian said:
Y'know y'know y'know?
 



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