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Academic Studies Recent Edition Wars

I am well aware of what the OGL allows people to do.

The reason, as I see it, was that Wizards wanted third parties to make supplements to D&D, since they had seen that trying to cover each and every single niche had been a big part of TSR's bankruptcy.

No. they utilized 3rd parties in two ways
1. Have 3rd parties create products for DND
2. Have 3rd parties create new d20 games that keep others from going outside d20 which is not the same as making DND supplements.
 
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In the first few months after 4E was announced, many of the "selling points" the designers made in Design and Development articles and interviews were interpreted by some as "3.5E sucks!"

Were there any particular Design and Development articles, which were very egregious in this manner?
 

Were there any particular Design and Development articles, which were very egregious in this manner?

It should still be on WOTC's own website (of course, finding things there is a pain and a half)...

Still, I think most of the "insults" WOTC launched against 3.5 were similar to Paizo's preview of the bard (PF preview flat out says, "the 3.5 bard sucks").

Basically, if you didn't agree with the reasoning, you would take it as the most negative light possible...

EDIT: The one thing I always wonder about is the "shared space" concept of the OGL. Exactly how does this work in practice?
 
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Dannyalcatraz View Post
Why would they do such a thing?
To minimize possible alienation of the 4E crowd when rebranding 3.5E/Pathfinder as a 5E D&D.

Dude- the things you excised from 4Ed to rebrand 3.X/Pathfinder are some of the things the pro-4Ed crowd love the most.

It simply wouldn't work. To quote Chef "Pig and Elephant DNA just won't splice."

As for games ruined by their D20 incarnations, let me offer a counterpoint.

I'll agree that few if any games ported into D20 were better or even as good as their original versions.

However, the gains included:

1) More gamers exposed to the fluff, which inherently increases the value of the underlying IP. So many more d20 players exist than for most of those games in their original forms- and after a taste for the fluff, at least some portion will find their way back to the originals.

Its the same thing that happened when so many games had GURPS versions made of them.

2) Introduction of new concepts, gear, feats and mechanics into D20, increasing the value of its underlying IP.
 

Still, I think most of the "insults" WOTC launched against 3.5 were similar to Paizo's preview of the bard (PF preview flat out says, "the 3.5 bard sucks").

Basically, if you didn't agree with the reasoning, you would take it as the most negative light possible...

From a casual read of the 2007 and early-2008 Design and Development articles on wizard's website, I'll have to agree that the level of "anti-3.5E" bias is somewhat subjective.

If I had read such articles 20+ years ago, I probably would have perceived them to be saying "1E AD&D sucks!".
 

Dude- the things you excised from 4Ed to rebrand 3.X/Pathfinder are some of the things the pro-4Ed crowd love the most.

I have no idea what most 4E D&D players are really into, which may be absent from previous editions.

So far I've only DM'd 4E with an additional duty of playing an NPC wizard in my present game, since none of the other players were interested in playing a wizard or any other controller type character. Other than the at-will combat spells, the wizard doesn't seem to be that drastically different from previous editions, besides having less spells. I haven't really played the other classes that extensively.

Are there some 4E fans who are fascinated by the character powers being more powerful, than the simple use of a sword or bow & arrow in the combat of previous editions?
 

Which other rpg games do you believe may have been ill-served by being shoehorned into a D20 "straightjacket"?

Mechanically?

Non-Str-Con-Dex-Int-Wis-Cha stat systems
Non-Class dependent systems
Non-"Level up" based systems
Systems that don't require you to build encounters around getting fly at 5th level
Non-Vancian magic systems
Systems that use Dodge/Damage reduction combat mechanics rather than ablative hit points
Systems that do not want the AD&D alignment system built in
Systems that do not use the 4-encounter-day assumption
Systems that scale well and intuitively towards vehicular combat
Systems that want to include wide-ranging / interjected subsystems such as "corruption", "faction" or "faith"

Are there some 4E fans who are fascinated by the character powers being more powerful, than the simple use of a sword or bow & arrow in the combat of previous editions?

Yes, those funny people that want to do more than wait for the wizard to run the adventure for them.
 

I have no idea what most 4E D&D players are really into, which may be absent from previous editions.

So far I've only DM'd 4E with an additional duty of playing an NPC wizard in my present game, since none of the other players were interested in playing a wizard or any other controller type character. Other than the at-will combat spells, the wizard doesn't seem to be that drastically different from previous editions, besides having less spells. I haven't really played the other classes that extensively.

Are there some 4E fans who are fascinated by the character powers being more powerful, than the simple use of a sword or bow & arrow in the combat of previous editions?


ggroy, let me give you a small list of what we 4E fans are into, which may be absent from previous editions:

1.- Class and Race balance (the Wizard does not overpower the Fighter, at any level)

2.- The At-Will/Encounter/Daily power mechanics allow everybody to have interesting things to do on each round, not just the spellcasters.

3.- DMs can make NPCs and Monsters with any abilities demanded by the story, not with those demanded by the character creation rules.

4.- Class and Race balance (the Bard is a useful character to have, not the comic relief)

5.- Healing Surge mechanics model the "action movie" paradigm and eliminate the need for someone to play a "healbot" character or for the party to carry tons of potions or wands

6.- Level based encounter creation rules allow DMs to create interesting combat encounters quickly (useful for those times when the players go somewhere not originally intended)

7.- Class and Race balance (no CoDzilla and the Paladin is still interesting at level 10)

8.- DMG Page 42 allows DMs to "say yes" to stunts and manoeuvres, above and beyond what's on the players list of powers

9.- Movement is a much bigger part of combat now and shifting, running, pushing, pulling and sliding are all more interesting than just standing there and stabbing the bad guy.

10.- Did I mention Class and Race balance? ;)


These are some of the reasons why some of us find the idea of "Pathfinder as 5E" as a very bad step backwards.
 
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I agree that the DM stuff in 4E is a lot more simplified and easier to manage.

I usually test out my encounters by playing "solo D&D" with the player characters (ie. guessing what I think the characters may possibly do), to check whether the encounters are too hard or too easy. 4E makes it relatively easy to do this, compared to 3E/3.5E.
 

It was not really an insult, it was an honest question. Lots of people change names (stigma vis-a-vis their old account, loss of pw, because their dog walked left instead of right, what do I know). Besides, I wasn't trying to convince you of anything. Your short track record has clearly shown you that it would be a waste of time.

There you go again. More ad-hominem attacks.

*sigh*

I'm done with this part of this thread.
 

Into the Woods

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