EATherrian said:
These tests are making it look more and more like what we are going to get is a fantasy tactical simulator.
I can get behind this.
And it makes me VERY, VERY happy.
If I wanted to play an arcane, overly restrictive roleplaying game that was outmoded even when it came out, I'd play AD&D. If I wanted to play a really good roleplaying game that captured the flair and excitement of the source material, I'd play Spirit of the Century (and I do want to). If I wanted to play a Tactics/RPG with a heavy emphasis on action management, it looks like I'd play the new Traveler (and I do want to).
If I want to play a traditionally position-based Tactics/RPG with a fast, fun tactical engine that will make it run like a dream - right now I'd play a version of Star Wars Saga Edition with d20 Modern elements, since it's much better than 3.5 D&D, but with all these positional powers, 4e D&D may actually be EVEN BETTER.
And I do want to play that, too.
Different systems for different styles. It just plain works better.
EDIT:
JohnSnow said:
3e? Wasn't OD&D a spinoff supplement for Chainmail? So you could play fantasy characters in a wargaming system, IIRC...
So this is nothing new.
QFT.
To me, this (along with the wealth of material produced for d20) has *always* been D&D's strongest suit. I played Basic D&D with minis, AD&D with minis, 3e with minis, 3.5 with minis, and various other d20 systems all with minis. I've played all of the above WITHOUT minis, too, and never enjoyed it as much.
By contrast, there are other systems in which I would never even consider using minis, such as Mutants and Masterminds, because they don't thrive as position-based Tactics/RPGs.