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General Tabletop Discussion
D&D Older Editions
5E as a Rewritten 4E with Flavor Bits from Other Editions?
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<blockquote data-quote="pemerton" data-source="post: 5799129" data-attributes="member: 42582"><p>That's my impression also. I'm thinking of it as the reactionary edition - which probably shows my biases!</p><p></p><p></p><p>This is what I'm wondering about also.</p><p></p><p>My impression so far is that the game they are writing is not going to easily support 4e-style play - no skill challenges, classic rather than 4e combat mechanics, etc.</p><p></p><p>Now maybe they have market research telling them that most people who buy and play 4e like the easy prep and the (more-or-less) balanced maths but otherwise are indifferent to the actual play of the game. In which case losing that play won't cost very much.</p><p></p><p>But when they released 4e, I assumed that they had market research telling them that most people would like the play of 4e, and that turned out to be wrong! What reason is there for trusting their market reserach, or marketing intuitions, any more this time?</p><p></p><p></p><p>I like that 4e gets the maths right, but I like a lot of other stuff about 4e also. Like its upfront embrace of metagame mechanics (healing surges, warlords, martial encounter and daily powers, skill challenges, etc). And the way its action resolution mechanics don't lead to the game getting bogged down in operational play (simple example: no minute per level or 10 minute per level durations that oblige the GM to keep minute track of the passage of time during the transition from scene to scene).</p><p></p><p>For me, this was the real breakthrough in 4e - a version of D&D that preserves all the classic fantasy elements, but allows them to break free of the minutiae of Gygaxian dungeon crawling. It's the sort of system that Dragonlance and Planescape and Ravenloft and the like were looking for, but didn't have (so they got lumbered with crappy mechanics and railroading GMs instead). A system that, as WotC likes to say, let's groups tell their own story but that doesn't require GM fiat to make sure that story gets told.</p><p></p><p>At the moment, the vibe I'm getting is one of going back to mechanics that are oriented towards operational play. This is what I feel is being lost from 4e - or, at least, not acknowledged by the designers as one of 4e's major contributions to D&D.</p></blockquote><p></p>
[QUOTE="pemerton, post: 5799129, member: 42582"] That's my impression also. I'm thinking of it as the reactionary edition - which probably shows my biases! This is what I'm wondering about also. My impression so far is that the game they are writing is not going to easily support 4e-style play - no skill challenges, classic rather than 4e combat mechanics, etc. Now maybe they have market research telling them that most people who buy and play 4e like the easy prep and the (more-or-less) balanced maths but otherwise are indifferent to the actual play of the game. In which case losing that play won't cost very much. But when they released 4e, I assumed that they had market research telling them that most people would like the play of 4e, and that turned out to be wrong! What reason is there for trusting their market reserach, or marketing intuitions, any more this time? I like that 4e gets the maths right, but I like a lot of other stuff about 4e also. Like its upfront embrace of metagame mechanics (healing surges, warlords, martial encounter and daily powers, skill challenges, etc). And the way its action resolution mechanics don't lead to the game getting bogged down in operational play (simple example: no minute per level or 10 minute per level durations that oblige the GM to keep minute track of the passage of time during the transition from scene to scene). For me, this was the real breakthrough in 4e - a version of D&D that preserves all the classic fantasy elements, but allows them to break free of the minutiae of Gygaxian dungeon crawling. It's the sort of system that Dragonlance and Planescape and Ravenloft and the like were looking for, but didn't have (so they got lumbered with crappy mechanics and railroading GMs instead). A system that, as WotC likes to say, let's groups tell their own story but that doesn't require GM fiat to make sure that story gets told. At the moment, the vibe I'm getting is one of going back to mechanics that are oriented towards operational play. This is what I feel is being lost from 4e - or, at least, not acknowledged by the designers as one of 4e's major contributions to D&D. [/QUOTE]
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5E as a Rewritten 4E with Flavor Bits from Other Editions?
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