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4E is for casuals, D&D is d0med
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<blockquote data-quote="Intense_Interest" data-source="post: 4285197" data-attributes="member: 65904"><p>"Casual" is a slam meant to make the user seem "Supercool Hardcore". Chess isn't a "casual" game at Master levels even though the greatest tinkering in the past three-hundred years is the advent of the pawns-double-advance-from-start rule. Monopoly has an accepted amount of tinkering with the rules (Free Parking) yet doesn't have the same depth of play. Tinkering is a separate distinction from how serious you can treat the game play.</p><p></p><p></p><p></p><p>Ad Hominem, great.</p><p></p><p>Why don't you respond to the fact that the 3E splat books and 4E modular systems are a parallel development?</p><p></p><p>Eberron is a MagicTech world, FR is a High Level Simulationist one, Storm and Sea is used if you want to do more than shift around a coastline and Sand and Sun if you want to do more than roll Endurance checks. Where ARE the spells that let you guide by stars in the PHB? Or the domain for a cleric that worships the Desert?</p><p></p><p>3E gives you underwater rules (so does 4E) and then piles Freedom of Movement, divergent damage tables, and unclear magical effects (is a fireball still hot? How about lightning bolt) on top.</p></blockquote><p></p>
[QUOTE="Intense_Interest, post: 4285197, member: 65904"] "Casual" is a slam meant to make the user seem "Supercool Hardcore". Chess isn't a "casual" game at Master levels even though the greatest tinkering in the past three-hundred years is the advent of the pawns-double-advance-from-start rule. Monopoly has an accepted amount of tinkering with the rules (Free Parking) yet doesn't have the same depth of play. Tinkering is a separate distinction from how serious you can treat the game play. Ad Hominem, great. Why don't you respond to the fact that the 3E splat books and 4E modular systems are a parallel development? Eberron is a MagicTech world, FR is a High Level Simulationist one, Storm and Sea is used if you want to do more than shift around a coastline and Sand and Sun if you want to do more than roll Endurance checks. Where ARE the spells that let you guide by stars in the PHB? Or the domain for a cleric that worships the Desert? 3E gives you underwater rules (so does 4E) and then piles Freedom of Movement, divergent damage tables, and unclear magical effects (is a fireball still hot? How about lightning bolt) on top. [/QUOTE]
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