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4E is for casuals, D&D is d0med
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<blockquote data-quote="Intense_Interest" data-source="post: 4283302" data-attributes="member: 65904"><p>Thats a pretty broad-brush assessment that fits more into your personal bias than as part of an objective observation.</p><p></p><p>First, the Implied Setting you note is not a problem, considering that gods and planes are a bigger piece of the landscape for homebrews-</p><p></p><p>Tieflings have Angst because they are spawn of demons. Half-Orcs have Angst because they are spawn of savages. The former has even more of an icky connotation that leads into more Sturm and Drang.</p><p></p><p></p><p></p><p>That is largely a factor of Genre. Swords and Sorcery has Tropes X, Y, and Z that is entirely different than Superhero Tropes T, U, V, and W. Even GURPS has this, just separated into its distinct books.</p><p></p><p>Narrative Content, from what I believe, is not things like "Kolbolds are Weak and Tricksy", which the two ways going about this (exception based or system based) both serve. </p><p></p><p>Narrative Content is actually things such as Absolute spell stats, Wealth-by-Level charts, Flat Diplomacy skill DCs, and 3-easy-then-1-hard-encounter-then-you-rest system assumptions. Having decoupled "Ritual" systems that involve behind-the-screen assessments like a Succubas charm, you actually give more room for a DM to create the Narrative Content than before.</p><p></p><p>Yet even then the actual story-telling is a sum of the input of all participants. A game-table decides that swashbuckling is the answer, we have swashbuckling.</p><p></p><p></p><p></p><p>I don't believe you can talk about the achievements and goals of a system without taking quality into account.</p><p></p><p></p><p></p><p>I agree in part.</p><p></p><p>*4E isn't built to accommodate reams of house-rules and alterations within a 300-page book. </p><p>*4E instead creates a modular game engine to which new or different alterations could then be added or subtracted.</p><p>*4E, by virtue of the subscription method for content, will sell you those alterations in books</p><p></p><p>The reason this is true is because the Eberron book-style- races classes, Items, feats, Powers, all contained within a binding connected by theme- was an ample success for WotC, and they desire to continue to drive a profit.</p><p></p><p>4E is more modular than 3E because many of the add ons previously were like adding a new leaky bucket under the hole of the other one.</p><p></p><p>In this way, 4E is a Linux system, because the alterations are skins and method (Ubuntu, Gentoo et al) that end-users commonly only change slightly to match their needs once taken. 3E, on the other hand, is UNIX with its base-level coding and hard script assumptions that have to be made by the end-user from start to match the desires. How many "chuck Grapple" house-rules are there? Part-Dragon Races/Classes/PrCs/Items?</p><p></p><p></p><p></p><p>"The Wii" is a crypto-slam meme on 4E for being "Casual", which is a lame pejorative trying to play up into a "Supercool Hardcore" image of the user.</p><p></p><p>hong is not the prophet of people who enjoy 4E and can even be disagreed with at times.</p><p></p><p></p><p></p><p>A bad system is still bad, no matter what its goals are. He may love you and buy you flowers, but a black eye is a black eye.</p><p></p><p>Which leads me to:</p><p></p><p></p><p></p><p>and also to</p><p></p><p></p><p></p><p>Two games by one company that share genre? You'd be abandoning the Market Leader status in the RPG community for nothing.</p><p></p><p>Most of the 3E grognard crowd that ascribe to any printed game being the bringer of milk and honey for all their needs is a reactionary response supported by a self-selected group on the internet. You see the same thing in Pro-Ana Livejournal groups and other forms of risk appeasement communities.</p><p></p><p>Pathfinder should be some metaphorical Thinspiration, but it'll be about a year or so before you can be able to find a real assessment of what the difference in player groups has lead to.</p><p></p><p></p><p></p><p>All of those had reasons that played into the core genre tropes and objective playability issues.</p><p></p><p>Great Wheel was hitting bellow the Mendoza line (.200) in actual playabiltiy and usability.</p><p>Everyone Speaks Human is a core genre trope.</p><p>Disarm is an all-or-nothing ability in action economy and therefore should be constrained to a power (encounter imo) that should be released later.</p><p></p><p>Yes KM, there are some strong liabilities in 4E design (Underfoot, the class named "Ranger", Half-Elf, no Dim aura from Bright source), but the core mechanics and game engine contribute to a very well designed system greased by the blood of Sacred Cows.</p></blockquote><p></p>
[QUOTE="Intense_Interest, post: 4283302, member: 65904"] Thats a pretty broad-brush assessment that fits more into your personal bias than as part of an objective observation. First, the Implied Setting you note is not a problem, considering that gods and planes are a bigger piece of the landscape for homebrews- Tieflings have Angst because they are spawn of demons. Half-Orcs have Angst because they are spawn of savages. The former has even more of an icky connotation that leads into more Sturm and Drang. That is largely a factor of Genre. Swords and Sorcery has Tropes X, Y, and Z that is entirely different than Superhero Tropes T, U, V, and W. Even GURPS has this, just separated into its distinct books. Narrative Content, from what I believe, is not things like "Kolbolds are Weak and Tricksy", which the two ways going about this (exception based or system based) both serve. Narrative Content is actually things such as Absolute spell stats, Wealth-by-Level charts, Flat Diplomacy skill DCs, and 3-easy-then-1-hard-encounter-then-you-rest system assumptions. Having decoupled "Ritual" systems that involve behind-the-screen assessments like a Succubas charm, you actually give more room for a DM to create the Narrative Content than before. Yet even then the actual story-telling is a sum of the input of all participants. A game-table decides that swashbuckling is the answer, we have swashbuckling. I don't believe you can talk about the achievements and goals of a system without taking quality into account. I agree in part. *4E isn't built to accommodate reams of house-rules and alterations within a 300-page book. *4E instead creates a modular game engine to which new or different alterations could then be added or subtracted. *4E, by virtue of the subscription method for content, will sell you those alterations in books The reason this is true is because the Eberron book-style- races classes, Items, feats, Powers, all contained within a binding connected by theme- was an ample success for WotC, and they desire to continue to drive a profit. 4E is more modular than 3E because many of the add ons previously were like adding a new leaky bucket under the hole of the other one. In this way, 4E is a Linux system, because the alterations are skins and method (Ubuntu, Gentoo et al) that end-users commonly only change slightly to match their needs once taken. 3E, on the other hand, is UNIX with its base-level coding and hard script assumptions that have to be made by the end-user from start to match the desires. How many "chuck Grapple" house-rules are there? Part-Dragon Races/Classes/PrCs/Items? "The Wii" is a crypto-slam meme on 4E for being "Casual", which is a lame pejorative trying to play up into a "Supercool Hardcore" image of the user. hong is not the prophet of people who enjoy 4E and can even be disagreed with at times. A bad system is still bad, no matter what its goals are. He may love you and buy you flowers, but a black eye is a black eye. Which leads me to: and also to Two games by one company that share genre? You'd be abandoning the Market Leader status in the RPG community for nothing. Most of the 3E grognard crowd that ascribe to any printed game being the bringer of milk and honey for all their needs is a reactionary response supported by a self-selected group on the internet. You see the same thing in Pro-Ana Livejournal groups and other forms of risk appeasement communities. Pathfinder should be some metaphorical Thinspiration, but it'll be about a year or so before you can be able to find a real assessment of what the difference in player groups has lead to. All of those had reasons that played into the core genre tropes and objective playability issues. Great Wheel was hitting bellow the Mendoza line (.200) in actual playabiltiy and usability. Everyone Speaks Human is a core genre trope. Disarm is an all-or-nothing ability in action economy and therefore should be constrained to a power (encounter imo) that should be released later. Yes KM, there are some strong liabilities in 4E design (Underfoot, the class named "Ranger", Half-Elf, no Dim aura from Bright source), but the core mechanics and game engine contribute to a very well designed system greased by the blood of Sacred Cows. [/QUOTE]
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