Ruin Explorer
Legend
Doug McCrae said:I've played Moldvay D&D, RC D&D, AD&D 1e, AD&D 2e, D&D 3.0, D&D 3.5, Top Secret, Tunnels & Trolls, Champions, Fantasy Hero, Villains & Vigilantes, Golden Heroes, Superworld, Marvel SAGA, Stormbringer, SpaceMaster, Pendragon, Over The Edge, Vampire, Vampire LARP, Mage, Earthdawn, WHFRP, WH40K, BESM, Adventure!, Space: 1889, Traveller, Amber, Call of Cthulhu, Feng Shui, Nobilis, Rifts, SkyRealms of Jorune, James Bond: 007, WEG Star Wars, Dragon Warriors, Maelstrom, SLA Industries, The Fantasy Trip, In Nomine, Everway, Paranoia, Gamma World, 7th Sea and a few homebrewed systems.
I've GMed some of the above plus RuneQuest, Hawkmoon, DC Heroes and Teenage Mutant Ninja Turtles.
Then how come you don't understand that what D&D is doing is mechanically identical to what was done in Champions, M&M, BESM, Exalted and so on? It's not revolutionary or new to RPGs.
They're just making all classes have "spells/powers", and all classes have abilities they can use when the "spells" are out. It's a very good idea, and as I said, I'm glad you're excited, I am too, because most RPGs don't do it, but it's simply not new. If anything, giving wizard "magic lasers" or whatever to fire is more revolutionary and unusual than giving fighters and rogues "special manuevers" which amount to spells.
Ruleslawyer - I didn't say that at all, though, as your quote clearly shows, if you read the context around the bolding. Perfect balance is a mythical beast - you agree - and chasing it willy-nilly is dangerous, I think you'd concur. Realizing that you won't get perfect balance, and just attempting to have good balance, which tests well, whilst having nicely differentiated classes, is the path of fun, and the one 4E is likely to take, agreed?