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*Dungeons & Dragons
4th edition, The fantastic game that everyone hated.
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<blockquote data-quote="S'mon" data-source="post: 6075246" data-attributes="member: 463"><p>Heh heh. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> Yeah, I agree - and I've said it recently, Ze Game Iz Not Ze Same. I tried to run it Ze Same and it did not work particularly well. Pre-3e D&D can be easily drifted to preferred style by the GM. 3e D&D can be drifted if the GM and all participants round the table agree to do so - the GM trying to do it solo will go badly; if he wanted to do that he needs to buy or create a d20 variant rather than run 3e per se. 4e has a very specific style it's very good at - the 'Pemertonian' style I advocate in that other thread, and a relatively narrow driftable band around that style. Lots of approaches don't work in 4e that do work acceptably in other editions, and WoTC produced a lot of garbage adventures that demonstrate some of them.</p><p></p><p>I don't think WoTC understood 4e. Actually I don't think D&D designers have understood their game since Gygax & Arneson, who did seem to have an intuitive understanding of what they were doing. 2e has Paladins & Princesses fluff on an unsuitable OD&D Dungeoncrawler base. 3e when you dig into it is a weird Tweet/Cook/Williams mash-up of Ars Magica caster supremacy*, crunch-for-crunch's sake, and hodge podge of bits of simulation on the continuing OD&D legacy base. 4e is a radically different design with minimal legacy elements - and if they knew that, they were scared to say so.</p><p></p><p>*I shall henceforth refer to 3e as "Grogs and Demigods" <img src="http://www.enworld.org/forum/images/smilies/laugh.png" class="smilie" loading="lazy" alt=":lol:" title="Laughing :lol:" data-shortname=":lol:" /></p></blockquote><p></p>
[QUOTE="S'mon, post: 6075246, member: 463"] Heh heh. :D Yeah, I agree - and I've said it recently, Ze Game Iz Not Ze Same. I tried to run it Ze Same and it did not work particularly well. Pre-3e D&D can be easily drifted to preferred style by the GM. 3e D&D can be drifted if the GM and all participants round the table agree to do so - the GM trying to do it solo will go badly; if he wanted to do that he needs to buy or create a d20 variant rather than run 3e per se. 4e has a very specific style it's very good at - the 'Pemertonian' style I advocate in that other thread, and a relatively narrow driftable band around that style. Lots of approaches don't work in 4e that do work acceptably in other editions, and WoTC produced a lot of garbage adventures that demonstrate some of them. I don't think WoTC understood 4e. Actually I don't think D&D designers have understood their game since Gygax & Arneson, who did seem to have an intuitive understanding of what they were doing. 2e has Paladins & Princesses fluff on an unsuitable OD&D Dungeoncrawler base. 3e when you dig into it is a weird Tweet/Cook/Williams mash-up of Ars Magica caster supremacy*, crunch-for-crunch's sake, and hodge podge of bits of simulation on the continuing OD&D legacy base. 4e is a radically different design with minimal legacy elements - and if they knew that, they were scared to say so. *I shall henceforth refer to 3e as "Grogs and Demigods" :lol: [/QUOTE]
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