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4E is for casuals, D&D is d0med
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<blockquote data-quote="Imperialus" data-source="post: 4279009" data-attributes="member: 893"><p>But what it is jumping the bandwagon on is 'rules lite'. It's coming a little late to the party but lets face it. Rules light games are pretty popular and 4E is pretty 'cutting edge' in that respect.</p><p></p><p>To sum up my take on it, he suggests that while there is a segment of gamers who enjoy deeply complex rule systems that there has been a trend in recent years towards 'simpler' games. As games evolved through the 90's there was a trend towards trying to find a rule for everything. This brought us the Skills and Powers books of 2nd ed, Shadowrun 3, Gurps, the infamous Palladium (god knows what edition) and yes, Third Edition. Since the release of 3.5 however the trend has reversed across the gamer community. The two best examples of this in my mind are "Castles and Crusades" and "True20". While the two systems appeal to widely different audiences, C&C is seen as 'old school' while T20 is the indy rock band both are very simple, intuitive, straight forward systems. I think 4E hopes to appeal to both, with the core mechanic of "Roll a D20 and seen what happens" staying the same but with a more progressive framework built around it.</p><p></p><p></p><p>Personally I've been entranced by the simpler systems and I'm a wargamer, chits on hexes style. I enjoy wargaming because it is very intense, detail oriented mental gymnastics where you need to understand the workings of the system to do well. I know exactly one other person who I have this in common with. I need more than that for a D&D game. Besides I never got into the D&D system since the actual 'rules' of most wargames are fairly simple too, just implementing them is tough. I game with my sister who after 8 years still needs help doing characters, along side a father of 4. Simpler systems let us focus on what our characters are doing, not how they are doing it.</p></blockquote><p></p>
[QUOTE="Imperialus, post: 4279009, member: 893"] But what it is jumping the bandwagon on is 'rules lite'. It's coming a little late to the party but lets face it. Rules light games are pretty popular and 4E is pretty 'cutting edge' in that respect. To sum up my take on it, he suggests that while there is a segment of gamers who enjoy deeply complex rule systems that there has been a trend in recent years towards 'simpler' games. As games evolved through the 90's there was a trend towards trying to find a rule for everything. This brought us the Skills and Powers books of 2nd ed, Shadowrun 3, Gurps, the infamous Palladium (god knows what edition) and yes, Third Edition. Since the release of 3.5 however the trend has reversed across the gamer community. The two best examples of this in my mind are "Castles and Crusades" and "True20". While the two systems appeal to widely different audiences, C&C is seen as 'old school' while T20 is the indy rock band both are very simple, intuitive, straight forward systems. I think 4E hopes to appeal to both, with the core mechanic of "Roll a D20 and seen what happens" staying the same but with a more progressive framework built around it. Personally I've been entranced by the simpler systems and I'm a wargamer, chits on hexes style. I enjoy wargaming because it is very intense, detail oriented mental gymnastics where you need to understand the workings of the system to do well. I know exactly one other person who I have this in common with. I need more than that for a D&D game. Besides I never got into the D&D system since the actual 'rules' of most wargames are fairly simple too, just implementing them is tough. I game with my sister who after 8 years still needs help doing characters, along side a father of 4. Simpler systems let us focus on what our characters are doing, not how they are doing it. [/QUOTE]
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