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*Dungeons & Dragons
4th edition, The fantastic game that everyone hated.
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<blockquote data-quote="Keldryn" data-source="post: 6078279" data-attributes="member: 11999"><p>I would like to take a moment to say that reading through this thread has given me a new appreciation for how D&D 4e is designed. I think that I gave up on it too soon -- the design of the published adventures and my stuck-in-older-editions mindset were working against me. I'm keen to give the game another chance.</p><p></p><p> A big thank-you to [MENTION=87792]Neonchameleon[/MENTION], [MENTION=42582]pemerton[/MENTION], [MENTION=93444]shidaku[/MENTION], [MENTION=463]S'mon[/MENTION], [MENTION=82106]AbdulAlhazred[/MENTION], [MENTION=27160]Balesir[/MENTION], [MENTION=4346]Fox Lee[/MENTION], [MENTION=22779]Hussar[/MENTION], [MENTION=336]D'karr[/MENTION], and of course [MENTION=63245]Evenglare[/MENTION] (for starting this thread in the first place) for sharing their insights into 4e, both in this thread and the "scene-framing" discussion.</p><p></p><p> There are still three issues that I have with 4e (time to play out an encounter at the table, the number of fiddly bonuses/conditions to track, and the number of out-of-turn actions), but I think that I can reign those in with better adventure design and by encouraging my players to avoid choosing complex or fiddly powers unless they can use them effortlessly.</p><p></p><p> The way in which character themes play out in the mechanics, the degree of control that a player has over his character's destiny, and the "carrot instead of the stick" approach to encouraging playing to type all go a long way to explain why I've found my recent visits to previous editions of D&D (and playtest of Next) fun yet somewhat unsatisfying.</p><p></p><p> Now back to arguing about paladins. Some things never actually change. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Keldryn, post: 6078279, member: 11999"] I would like to take a moment to say that reading through this thread has given me a new appreciation for how D&D 4e is designed. I think that I gave up on it too soon -- the design of the published adventures and my stuck-in-older-editions mindset were working against me. I'm keen to give the game another chance. A big thank-you to [MENTION=87792]Neonchameleon[/MENTION], [MENTION=42582]pemerton[/MENTION], [MENTION=93444]shidaku[/MENTION], [MENTION=463]S'mon[/MENTION], [MENTION=82106]AbdulAlhazred[/MENTION], [MENTION=27160]Balesir[/MENTION], [MENTION=4346]Fox Lee[/MENTION], [MENTION=22779]Hussar[/MENTION], [MENTION=336]D'karr[/MENTION], and of course [MENTION=63245]Evenglare[/MENTION] (for starting this thread in the first place) for sharing their insights into 4e, both in this thread and the "scene-framing" discussion. There are still three issues that I have with 4e (time to play out an encounter at the table, the number of fiddly bonuses/conditions to track, and the number of out-of-turn actions), but I think that I can reign those in with better adventure design and by encouraging my players to avoid choosing complex or fiddly powers unless they can use them effortlessly. The way in which character themes play out in the mechanics, the degree of control that a player has over his character's destiny, and the "carrot instead of the stick" approach to encouraging playing to type all go a long way to explain why I've found my recent visits to previous editions of D&D (and playtest of Next) fun yet somewhat unsatisfying. Now back to arguing about paladins. Some things never actually change. ;) [/QUOTE]
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