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<blockquote data-quote="WhatGravitas" data-source="post: 4136139" data-attributes="member: 33132"><p>Yeah, I think that as well. With the multitude of immediate actions, minor actions, and so on, 4E in real time would play more like an action-shooter than a RPG. Though that would be interesting, a D&D action shooter. Or rather slasher, as swords cannot shoot.</p><p></p><p>But for a round-based game, it offers a multitude of options, making a tactically very interesting game.</p><p></p><p>On the other hand, the question is: How important is an accurate translation of the mechanics, and how important the translation of the feel, look, and world, as well as story? I think it's crucial to recognize that the PnP rules are written for tabletop, not for PCs, and vice versa.</p><p></p><p>Why? Because after 4 editions, D&D is more of a brand and specific fantasy-style, less about a mere rules system one should take advantage of that, as rules systems will never translate very well, simply because of the different aims.</p><p></p><p>This, of course, requires that the PC rules system is well done. DDO, for example, is less than shiny, sometimes trying too hard to adhere to the PnP rules set, while deviating from it when not needed. And it doesn't play that well.</p><p></p><p>On the other hand, I daresay that if WoW had used Sigil/Planescape as setting instead of Azeroth, it would have been successful as well (assuming Blizzard's hype machine had pumped it the same way), and generated enormous brand awareness for D&D - despite the non-shared rule set.</p><p></p><p>Cheers, LT.</p></blockquote><p></p>
[QUOTE="WhatGravitas, post: 4136139, member: 33132"] Yeah, I think that as well. With the multitude of immediate actions, minor actions, and so on, 4E in real time would play more like an action-shooter than a RPG. Though that would be interesting, a D&D action shooter. Or rather slasher, as swords cannot shoot. But for a round-based game, it offers a multitude of options, making a tactically very interesting game. On the other hand, the question is: How important is an accurate translation of the mechanics, and how important the translation of the feel, look, and world, as well as story? I think it's crucial to recognize that the PnP rules are written for tabletop, not for PCs, and vice versa. Why? Because after 4 editions, D&D is more of a brand and specific fantasy-style, less about a mere rules system one should take advantage of that, as rules systems will never translate very well, simply because of the different aims. This, of course, requires that the PC rules system is well done. DDO, for example, is less than shiny, sometimes trying too hard to adhere to the PnP rules set, while deviating from it when not needed. And it doesn't play that well. On the other hand, I daresay that if WoW had used Sigil/Planescape as setting instead of Azeroth, it would have been successful as well (assuming Blizzard's hype machine had pumped it the same way), and generated enormous brand awareness for D&D - despite the non-shared rule set. Cheers, LT. [/QUOTE]
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