Irda Ranger said:The 4E devs have a phrase for this: "Taking turns having fun." They think this is bad, and I agree. What ends up happening is Mystic Glyph's player takes a nap on the couch while Fighters are at the table battling orcs; and vice versa when it's "interact with the magic portal" time. Group cohesion breaks down, and you end up going from having a "group" to having individuals who take turns monopolizing the DM's attention.)
This is not the way I wanted you to see my example. Think of Gandalf trying to figure how to open the hidden door while the fighter hacks the lake squid -now the lake squid could be reaching with a tentacle even Gandalf and that the door's glyphs are haunted with spirits that engage Gandalf in a way similar to the movie "Zu Warriors" (http://www.imdb.com/title/tt0286098/)
Irda Ranger said:The Combat Roles also need to be relatively balanced against each other so that what's "challenging" for one PC isn't "death on all sides" for any of the others. Badass Heroes and Scrubs don't mix; the Scrubs die. What I mean by that is that if the Fighter is Level 7, the Wizard and Rogue should be within ~2 levels of that (the actual number may change depending on 4E's power curve).
You are thinking of minis. They could mix on a different level and the outcomes of these levels could be influencing each other. You do not have to assign roles on a specific battlemap where the reality is limited to the limited battlemap squares and their relative distances.
Irda Ranger said:I would not mind at all a sub-system for handling more advanced social encounters or non-combat skills than what I expect the PHB to provide for. In particular I'd like to see a nice system on mass combat and mass combat-related Skills (Generalship; Grand Strategy; Formation Tactics; Siege Engines; Logistics; Morale; etc.). But whatever your preferred expansion, it has to be transparent to the Classes and Roles presented in the PHB and not interfere with their advancement, or take a character's resources away from their class powers, screwing up the intra-party game balance. If you do that you can't go back to "playing D&D.")
I disagree. First of all D&D isn't or wasn't always what you seem to be saying -a wargame played on a certain terrain with specific combat roles. This is even a bit true for 3rd edition. PCs were not balanced on the same battlefield tracks. For example a druid was for wilderness and outdoors and a cleric for undead.
Secondly, regarding 4th ed levels it does not make sense people to excel in specifc dungeon combat tactics and at whatever other carreer the world has.
Irda Ranger said:This however I can say without reservation is the worst idea I've seen on these boards in the last couple weeks. You need the MM and DMG to play D&D. You do not need a Manual of the Planes or Political Strategy Splatbook to play D&D. They might be really nice supplements for the people who want to run campaigns that focus on this, but you have wandered far from the Core. If the D&D books were published in the order you suggest sales would tank until the MM and DMG deficiencies were remedied (and even then repuational and cash flow issues might mean that 4E simply never recovers).
Again you do not see what I want you to see. Monsters are tied to cosmology. It's world&monsters remember? I did not want you to think of manual of the planes and MMs the way they have been. Think of a hybrid product that links and connects the two.
Regarding poltical strategy: think of NPCs, organizations, henchmen, mass combat, trade or market -wealth rules. These are allready in core. Only in a different way.
Last edited: