Well-crafted digital tools wouldn't take away from the "game and experience" any more than a pencil and paper would.
Unless your definition of "game and experience" literally requires a pencil and paper, that is. I think that there are more important things to focus on.
Vegaserik--I am an older gamer myself and I like books+dice+group interaction. But new gamers will expect/want/be psyched about apps. I believe apps (particularly for smartphones, could add to play rather than detract. You look at your phone's screen for a few secs to check stats, then get back to the game. Whereas laptops with their larger screens and innate physical barriers detract from interactions.Everybody typing away at their respective laptops/pads certainly take away from the game experience for me. Digital tools would be nothing more then bells and whistles - not needed in the least bit for any rpg to be successful unless it was so complicated you had to use apps.
If people want them they should make them ... but it's not needed to be successful. I started playing in 1979 ... hardly needed anything like that then or now.
I started playing in 1981 or 1982, and I like adding technology to my game.Everybody typing away at their respective laptops/pads certainly take away from the game experience for me. Digital tools would be nothing more then bells and whistles - not needed in the least bit for any rpg to be successful unless it was so complicated you had to use apps.
If people want them they should make them ... but it's not needed to be successful. I started playing in 1979 ... hardly needed anything like that then or now.
Vegaserik--I am an older gamer myself and I like books+dice+group interaction. But new gamers will expect/want/be psyched about apps. I believe apps (particularly for smartphones, could add to play rather than detract. You look at your phone's screen for a few secs to check stats, then get back to the game. Whereas laptops with their larger screens and innate physical barriers detract from interactions.
Sadly, WotC's had worse luck with farming it out. May I point to the original e-tools fiasco?I don't think iwarrior-poet was saying that WotC should do this themselves. I agree that WotC's track record with digital products they personally produce is absolutely abysmal. They should, most assuredly, contract this out.
Sadly, WotC's had worse luck with farming it out. May I point to the original e-tools fiasco?
Also, for what it's worth, WotC takes too damn long with their digital tools, but both the original character builder and (finally, after way too long) the online one are very professional, well-made pieces of software.Sadly, WotC's had worse luck with farming it out. May I point to the original e-tools fiasco?
You see, I expect the same would happen in any ongoing 3.x or Pathfinder game, too, especially when you get to what in 4e would be "paragon" tier.![]()
When it comes down to it, 4e's math is a lot lighter and more visible due to easier stacking rules.
On the DM side, it's way easier - no modifiers for size or ability scores, simple formulas for attack/defense/damage ...
I am not arguing that 4e is super-simple or excessively easy to track. It's not. I'm saying it's not a meaningful distinction between 3e and 4e, so it puzzles me whenever it comes up. It's certainly not been in my experience - as I've said, I found HeroForge downright mandatory between skill points, feats, etc.
Like ... spells in 3.x? Or any of the more flavorful feats you'd expect out of any higher-level fighter type; a few from PF have been noted? Or class features? I can fit a high-Paragon Knight, Slayer, Scout, or Elementalist onto a single double-sided sheet pretty easily, complete with everything the player needs to know.
-O

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.