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A reason why 4E is not as popular as it could have been
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<blockquote data-quote="S'mon" data-source="post: 5454888" data-attributes="member: 463"><p>I do think that cross-subsidising the cost of producing GM-support material with the profits from bigger-selling player-support material may maximise overall sales & profits.</p><p></p><p>I think 4e's relative lack of success compared to earlier editions may be more due to some fairly serious design flaws, though. They did not play up tabletop RPGs advantages vs CRPGs, instead they tried to compete head on by emphasing the visuals, the minis, and the very game-like, less immersive feel of the encounter-centric design. I'm finding that there is too little simulation element in 4e's combat rules to support Suspension of Disbelief; and combat is too long and unexciting, too much of a plateau (grind) with too few peaks and valleys (game-changers like devastating spells or special attacks).</p></blockquote><p></p>
[QUOTE="S'mon, post: 5454888, member: 463"] I do think that cross-subsidising the cost of producing GM-support material with the profits from bigger-selling player-support material may maximise overall sales & profits. I think 4e's relative lack of success compared to earlier editions may be more due to some fairly serious design flaws, though. They did not play up tabletop RPGs advantages vs CRPGs, instead they tried to compete head on by emphasing the visuals, the minis, and the very game-like, less immersive feel of the encounter-centric design. I'm finding that there is too little simulation element in 4e's combat rules to support Suspension of Disbelief; and combat is too long and unexciting, too much of a plateau (grind) with too few peaks and valleys (game-changers like devastating spells or special attacks). [/QUOTE]
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A reason why 4E is not as popular as it could have been
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