Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
4e "getting back to D&D's roots" how?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Windjammer" data-source="post: 4506053" data-attributes="member: 60075"><p>Filthgrinder's post with the forest/tree analogy was pretty spot on. </p><p></p><p><a href="http://www.enworld.org/forum/4503324-post56.html" target="_blank">http://www.enworld.org/forum/4503324-post56.html</a></p><p></p><p>People debating whether or not 4E feels like old school D&D argue about different things. Just summing up Filthgrinder's point, with which I thoroughly agree, 4E as a whole conveys a game feel, especially to the DM, which is very old school, but there are a bazillion of individual details in the mechanics which, viewed in isolation, are the complete opposite of that. </p><p></p><p>What I find interesting in this debate is how the designers themselves look at it. They never claimed they wanted to go back to the roots. Most I heard was they took the core trope of the game - enter a dungeon, kill things, take their loot and level up, do the same again - and built a whole new mechanics around that trope. Meaning, their thinking wasn't targeted on preserving, or returning to, old school mechanics such as roll 3d6 for stats(whatever).</p><p></p><p>That said, there were a couple of things where the designers were caught by the playtesters in going too far. Heinsoo, of all people, was the one perfectly willing to make D&D into a mechanically altogether different game (see interview in Kobold Quarterly 5), as a result of which there were NO daily powers in early versions of 4E. Then playtesters said that without <strong>any</strong> remnant of Vancian mechanics the game simply doesn't feel like D&D. So we got daily's in 4E. Thank the playtesters. (Read up on this in "Races & Classes")</p><p>Another instance would be initiative. Mearls (in his Gaminglands blog) says how there are plenty of mechanically and tactically superior ways to let the party handle initiative, and how he was toying with them in the 4E design process. But if you take away the d20 roll there, you've gone too far. D&D without the DM bellowing "Roll for initiative, guys!" just wouldn't be D&D anymore. So we roll for initiative in 4E.</p><p></p><p>So there you have it. The 4th Edition Designers were acutely aware of these issues, it's just that the stance they've ultimately taken - meaning, the number of compromises to retain a certain D&D feel even on the level of individual mechanical elements - doesn't suit everyone. Some people think they've taken too few compromises, others wish they had taken less. Which gets us to one of the designers' keylines, "4th edition may be for you, but it definitely won't be for everyone."</p></blockquote><p></p>
[QUOTE="Windjammer, post: 4506053, member: 60075"] Filthgrinder's post with the forest/tree analogy was pretty spot on. [URL]http://www.enworld.org/forum/4503324-post56.html[/URL] People debating whether or not 4E feels like old school D&D argue about different things. Just summing up Filthgrinder's point, with which I thoroughly agree, 4E as a whole conveys a game feel, especially to the DM, which is very old school, but there are a bazillion of individual details in the mechanics which, viewed in isolation, are the complete opposite of that. What I find interesting in this debate is how the designers themselves look at it. They never claimed they wanted to go back to the roots. Most I heard was they took the core trope of the game - enter a dungeon, kill things, take their loot and level up, do the same again - and built a whole new mechanics around that trope. Meaning, their thinking wasn't targeted on preserving, or returning to, old school mechanics such as roll 3d6 for stats(whatever). That said, there were a couple of things where the designers were caught by the playtesters in going too far. Heinsoo, of all people, was the one perfectly willing to make D&D into a mechanically altogether different game (see interview in Kobold Quarterly 5), as a result of which there were NO daily powers in early versions of 4E. Then playtesters said that without [B]any[/B] remnant of Vancian mechanics the game simply doesn't feel like D&D. So we got daily's in 4E. Thank the playtesters. (Read up on this in "Races & Classes") Another instance would be initiative. Mearls (in his Gaminglands blog) says how there are plenty of mechanically and tactically superior ways to let the party handle initiative, and how he was toying with them in the 4E design process. But if you take away the d20 roll there, you've gone too far. D&D without the DM bellowing "Roll for initiative, guys!" just wouldn't be D&D anymore. So we roll for initiative in 4E. So there you have it. The 4th Edition Designers were acutely aware of these issues, it's just that the stance they've ultimately taken - meaning, the number of compromises to retain a certain D&D feel even on the level of individual mechanical elements - doesn't suit everyone. Some people think they've taken too few compromises, others wish they had taken less. Which gets us to one of the designers' keylines, "4th edition may be for you, but it definitely won't be for everyone." [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
4e "getting back to D&D's roots" how?
Top