We will have to just disagree then, 3e is through-and-through a fantasy genre game. Just look at d20 Modern, which IS exactly attempting to revamp the game. It STILL reeks of 3e even after they scrapped every class, every feat, every spell, actually pretty much the whole game except the core mechanic. Honestly there's almost nothing of 3e left in d20 Modern and yet it STILL plays like 3e.Your choice of examples is telling, whether you see it or not. The type of action that 4e was targetting includes the type of action you see in Star Wars, and people often refer to 4e's tone as "super-heroes". Changing between them is a fairly straightforward "reskinning" or re-coloring. Trying something like Game of Thrones or Black Company is more difficult. You're right about 3e, too. The difference is that its just easier to adjust that tone with 3e, as you seem to admit(?). Mostly because....
Thoroughly disagree. It is so funny when you say this, "Gosh, I could remove almost all the elements of 3e and hey-presto I easily have a different game!" and then "Gosh I would have to remove all the elements from 4e to make a different game, gosh how difficult", ummm, lul wut? The power concept, conditions, potentially as many as ALL details of many powers, possibly even many classes, all that can remain the same as much or as little as serves your purpose with 4e. What makes a 4e class harder to build than a 3e class? Surely you're not suggesting that 3e classes for a completely different genre can make ANY USE AT ALL of D&D spells???!!! They are very thoroughly tied to the D&D narrative conventions. 4e powers OTOH can trivially be reused. Any arguments you can make about tone, genre, agenda, etc with one game are pretty much applicable to the other....doing this is much harder in 4e than previous editions. Consider what that means for the different systems. If I want to adjust magic, or combat, or any other feature of the game....I can take 3e and do that by adding some feats, changing a few rules about initiative or combat casting, etc. Because of the structure, I can make changes to the tone of the game by directly addressing it. Now to do the same in 4e...well just consider what it would take to alter the tone of melee combat....all those powers to review and modify... In which system is it easier to generate a new class? If, as I am often informed, the powers and their functioning (all the X's and O's) is a necessary vehicle for the 4e architecture to convey tone, reworking the tone of melee combat would require examining and rewriting hundreds (thousands, by now?) of melee powers in multiple classes. I think sheer proliferation of classes, feats, spells, etc. in 3PP and on the internet argues for 3e/d20 there. In the older systems, things are even less structured.
The mechanics of previous editions have FAR MORE NARRATIVE SPECIFICITY than 4e does, that's the whole problem. Cure Light Wounds and Prismatic Sphere and Turn Undead and etc etc etc are all pretty much unequivocally tied to the genre and because the narrative elements are deeply entwined with the mechanics its all going to be rewritten, or more likely just tossed along with D&D spell casting classes entire. 4e material OTOH is quite amenable to reworking. Even if you did create a game with a very different play style, say one that abstracted combat considerably, you could still easily write powers for that game, and reuse many existing powers even, but you'd be hard pressed to reuse 3e or earlier material that way.Which is not to say that older editions were some universal system...far from it. However, the less narrative specificity the mechanics incur, the more is up to the table to invent. For any of the systems in question, the amount of work required is proportional to the deviation from its "home" tone and feel. Its just that slope of those valleys differs between the systems. I'll go a step further and point to a game that I suspect would be even harder to bend away from its native feel than 4e would be: Dungeon World. Reading the notes about how they developed the moves for the various classes...wow...at least 4e gives you a core mathematics to work from as you crank out the powers. In DW, you'd have to test and re-test each new or re-worked power to see how it felt in play. (I could be wrong on that, though. Folks are cranking out new DW classes fairly quickly. I haven't heard much talk about relative quality, though.)
LOL, you're trying to argue for a narrative agenda in pre-4e D&D? Ummmmmm, no. Alignment restrictions are to narrativist agenda as hand grenades are to tweezers, you can certainly remove a sliver from your toe with either one.Sure you have.They were called alignment restrictions and Paladins were/are the poster child for them, especially when a thief or assassin was in the party (or anybody evil/chaotic, in some versions). Of course, the old-school Paladin mainly faced the "stick" end of the mechanics. Gold for XP, and class-based XP rewards were a "carrot" to help push the thieves and assassins into conflict with the Pallys. Its a mechanic that drives players to confront a dramatic premise: Narrativist to the core. Above, when you asked if I could see adding Narrative Agendas to D&DNext, I was referring to this. Bolt on a more sophisticated and variable version and voila, you've got it. Coming up with the rules module for this wouldn't be exactly trivial, but its not impossible or even terribly difficult.
LOL, I didn't think it was even necessary to mention thatNo argument here, although many will argue that 4e breaks the trend towards process-sim.
Yes. Once the basic idea of an rpg was out there, people started making other versions to better address things they wanted to see (with wildly varying degrees of success). That process hardly stopped or even slowed when 4e came out, so I'm not sure what you think it proves. Its not like 4e came out and suddenly all the other companies and indie designers closed up shop crying "Finally we have found the perfect Role-playing architecture!"
We will have to just disagree then,
It isn't even that I think there's a vast difference in flexibility between editions, just that its quite clear to me that 4e can be used to do a whole bunch of things and it isn't that hard. I think its fair to say that puts it on a par with any other edition, at least.
Dude, every single thread you start amounts to, "Next should do this like 3e/PF."
This most recent packet is the first time it's seemed like Next is going in a new direction of its own. It's even taking cues from Dungeon World, strangely enough, in its exploration rules.
-O
spam reportedA year ago I thought they had a chance of creating a unified game but now I agree with you.
As I said earlier, 3.5e lasted a couple months longer than 4e, June 2003 to December 2007 compared to June 2008 to May 2012, almost half a year longer. (And if we're counting 3.0 and 3.5 as separate editions for duration it might be fair to spit 4e into Classic 4e and Essentials.)That's a very peculiar and biased way to measure. 4e is the currently supported edition of D&D, which WotC is shipping as a product as we speak. It is the ONLY edition for which any support material is being provided, for which customer support is provided, for which errata is provided, and the only edition which has related content being published on DDI. Nor has WotC actually said that DSG is somehow the 'last book of 4e' (I don't really dispute that they're not going to publish any new 4e books, that may well be true, but neither of us know that). In fact, given that they won't have a replacement system this year, I wouldn't really be at all surprised to see some 4e material at GenCon etc. Even if we never do, 4e isn't 'dead' at all, it has lasted as long as 3.5, and even slightly longer.
And right now they decided that two years with zero return on investment is better than continuing to publish material. And that the ROI on luxurybbooks people might already own and can find cheaper on eBay or Amazon is better than brand new 4e books.Again, you really have to begin to understand business. It isn't about products that succeed or fail. It is about ROI, and pretty much nothing else.
Yes they are. However... the longer an edition runs the more profitable the core books become. After the initial print run you stop paying off the development, writing, art. Profit increases.Any edition which has gone 4 years is unlikely to be able to compete with the idea of spending the same money on new core books for a new edition, which are known to be VASTLY the highest selling part of any game.
Citation please?The 4e PHB1 was the highest selling RPG book in history.
I think WotC has learned that fewer splatbooks but bigger and broader appeal splatbooks are a better source of income, as are spatbooks that feed sales of the core rulebook.The primary drama here is the splatbook treadmill.
The only real "truth" we can almost universally accept regarding D&D Next is that WotC determined it was in their best interests to produce a new version of the D&D game.
The "why" is going to always be nebulous, and likely debated long after the actual rules are released (there's still people debating the changeover from 1e to 2e--or even OD&D to 1e, for heaven's sake). But clearly, from a product, revenue, and / or brand standpoint, WotC thinks 5e is a good business decision.
That said, like you @billd91, I sympathize with the 4e customers who feel they're being abandoned, though from my perspective I think the 4e fanbase is getting much more overall sympathy than the 3e adherents received in 2007-2008 from the 4e early adopters. Partially because I think the 3e fanbase is now recognizing that the situations are similar, and in no small part because Paizo on the whole is more than adequately serving their needs, and no longer have as much currently invested in the WotC / D&D brand.
Someone else in this thread, I forget who, basically said if the 4e fanbase were to go into a rage and demand more concessions in the 5e design process, he'd give 'em what they wanted, and I agree with that sentiment.
I haven't responded to a single playtest survey, because despite having downloaded three iterations so far, I can't convince my group to try it out. But I don't think it's unfair, or even malicious if WotC actually WAS using the supplied demographic data to inform their design and business process. As a company, they'd be NEGLIGENT to all of their stakeholders--employees included--if they weren't going to try and produce a high-quality, broadly salable product that would drive success.
And if abandoning much of 4e's "core" to reach a larger audience is part of that overall strategy, then it is, as they say, what it is.
I think what would be more interesting to me at this point would be to get in the heads of the 4e design and strategy team back in 2007, and hear what their expectations actually were regarding the success of 4e. This is pure conjecture, but I'd be willing to bet that most of them thought that 4e was going to be a home run--it was going to completely re-vamp the industry and their player base, and was going to be the "core platform" for the D&D brand for at minimum 8-10 years of business (games, board games, miniatures battles, DDI, virtual tabletop, video game licensing, cross-media content).
Yes, but I can't make the party play low power heroes by reducing point buy or make them gods and natural born champions by increasing point buy.
Nor did 4e have alternate rate of advancement, magic item acquirement (just two: all or none).
Yes, those were the rules by the Chatty DM IIRC. But after the "Level 0" it's into the game as per normal.
And yes, I missed an "or" in the second sentence.
As much as I hate to use message board fallacies, this is the Oberoni Fallacy.
Yes, as the DM you can do whatever you want with experience, but that's adding a house rule outside the content provided by the game.
I would have liked a fast/normal/slow experience table along and a low magic/ high magic treasure parcel system. Some variation.
Excuding the four or five Unearthed Arcana articles in Dragon there's only a single optional rule in all of 4th Edition: inherent bonuses. And most of those were additive and didn't really change anything in the game. The focus just isn't on tweaking or customizing the game; you aren't given any tools or variant rules to hack the game.