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*Dungeons & Dragons
4th edition, The fantastic game that everyone hated.
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<blockquote data-quote="Remathilis" data-source="post: 6075542" data-attributes="member: 7635"><p>I recall many of those articles. One in particular was "10 Ways to start playing 3e today" which was a 2-page spread that gave 10 3e rules adapted for 2e (among them: give clerics spontaneous cure spells, wizards bonus spells, flip AC upwards, and use monks from Scarlet Brotherhood). Additionally, the Bioware games did 2e versions of Barbarian, Monk, Sorcerer and Half-orc (along with 3e inspired spells and class features) which allowed people many months of "trying out" some of the changes while still using 2e, which garnered much good will. </p><p></p><p>4e's changes couldn't have done that. Seriously, how do you write a 2-page spread that explains "remove all spellcasting from casters, give them fixed spells that they can use at varying times per day." Or "Use the Tiefling from the MM and Dragonborn from Races of the Dragon, except completely use different fluff and powers for them." or even "Those of you playing bards, druids, half-orcs, or monks, wait 2-3 years to see what kind of cool stuff we have in store for you!" </p><p></p><p>4e was radically re-inventing the wheel, to the point that little beyond core concepts were retained. Very little of the mechanics of 3e were retained in their original form, and little of the fluff carried over in its original state as well. I won't debate if it was better or worse, but it was clearly a large jump from what 3.5 was, and they needed to justify why it was such a large change. </p><p></p><p>The 3e team did a lot to be inclusive (such as the conversion guide, which wasn't great but at least it was attempted) to lure people who had been playing the same game for 10 years in. The 4e team opted for "radical break" and "New, fresh, bold!" to grab the dissatisfied. Each system has its advantages and disadvantages, but I'm much happier that the Next team is opting for inclusive moreso than fresh start.</p></blockquote><p></p>
[QUOTE="Remathilis, post: 6075542, member: 7635"] I recall many of those articles. One in particular was "10 Ways to start playing 3e today" which was a 2-page spread that gave 10 3e rules adapted for 2e (among them: give clerics spontaneous cure spells, wizards bonus spells, flip AC upwards, and use monks from Scarlet Brotherhood). Additionally, the Bioware games did 2e versions of Barbarian, Monk, Sorcerer and Half-orc (along with 3e inspired spells and class features) which allowed people many months of "trying out" some of the changes while still using 2e, which garnered much good will. 4e's changes couldn't have done that. Seriously, how do you write a 2-page spread that explains "remove all spellcasting from casters, give them fixed spells that they can use at varying times per day." Or "Use the Tiefling from the MM and Dragonborn from Races of the Dragon, except completely use different fluff and powers for them." or even "Those of you playing bards, druids, half-orcs, or monks, wait 2-3 years to see what kind of cool stuff we have in store for you!" 4e was radically re-inventing the wheel, to the point that little beyond core concepts were retained. Very little of the mechanics of 3e were retained in their original form, and little of the fluff carried over in its original state as well. I won't debate if it was better or worse, but it was clearly a large jump from what 3.5 was, and they needed to justify why it was such a large change. The 3e team did a lot to be inclusive (such as the conversion guide, which wasn't great but at least it was attempted) to lure people who had been playing the same game for 10 years in. The 4e team opted for "radical break" and "New, fresh, bold!" to grab the dissatisfied. Each system has its advantages and disadvantages, but I'm much happier that the Next team is opting for inclusive moreso than fresh start. [/QUOTE]
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