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D&D Older Editions
5E solve me this: 3Es and 4Es biggest problem
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<blockquote data-quote="pemerton" data-source="post: 5783579" data-attributes="member: 42582"><p>As a GM of nearly 30 years experience, I take for granted that my players will have a say - to some extent, a key say - in determining what the campaign is about.</p><p></p><p>I don't normally do this the Burning Wheel way - which is to expressly discuss all this stuff in a "campaign set up phase" involving both players and GM. Rather, my players do this by making choices about their PCs' builds and background, their PCs' development, and their PCs' actions.</p><p></p><p>I'm one of those who doesn't like the rarity system, and preferred the original method of handling "GM only" items, namely, artefacts.</p><p></p><p></p><p>My preferences are just about the opposite of this. So I would prefer it if the new edition at least tries to be neutral on this point.</p><p></p><p></p><p>I don't have much trouble building NPCs for my 4e game. I gather that 3E can be a nightmare, at least at mid to high levels, but it's system for NPC building is quite different from 4e's.</p><p></p><p>I can't comment on character sheet referencing - the character sheet has always been pretty imoportant in my games, both D&D and others, because it has the list of equipment, items, spells, abilities etc - but the need to look up rulebooks in 4e play is pretty minimal. That's a design goal that was achieved, and it would be nice for the next edition to replicate it.</p><p></p><p>For a combat-light game, I honestly wouldn't use 4e, or indeed any edition of D&D, or indeed any mainstream fantasy RPG.</p><p></p><p>My game is roleplay-heavy and combat-heavy (as in combats in probably 9 out of 10 sessions, and often more than one per session). This is the sort of game that I find D&D, and especially 4e, to be well-suited to.</p></blockquote><p></p>
[QUOTE="pemerton, post: 5783579, member: 42582"] As a GM of nearly 30 years experience, I take for granted that my players will have a say - to some extent, a key say - in determining what the campaign is about. I don't normally do this the Burning Wheel way - which is to expressly discuss all this stuff in a "campaign set up phase" involving both players and GM. Rather, my players do this by making choices about their PCs' builds and background, their PCs' development, and their PCs' actions. I'm one of those who doesn't like the rarity system, and preferred the original method of handling "GM only" items, namely, artefacts. My preferences are just about the opposite of this. So I would prefer it if the new edition at least tries to be neutral on this point. I don't have much trouble building NPCs for my 4e game. I gather that 3E can be a nightmare, at least at mid to high levels, but it's system for NPC building is quite different from 4e's. I can't comment on character sheet referencing - the character sheet has always been pretty imoportant in my games, both D&D and others, because it has the list of equipment, items, spells, abilities etc - but the need to look up rulebooks in 4e play is pretty minimal. That's a design goal that was achieved, and it would be nice for the next edition to replicate it. For a combat-light game, I honestly wouldn't use 4e, or indeed any edition of D&D, or indeed any mainstream fantasy RPG. My game is roleplay-heavy and combat-heavy (as in combats in probably 9 out of 10 sessions, and often more than one per session). This is the sort of game that I find D&D, and especially 4e, to be well-suited to. [/QUOTE]
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