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Are DMs the Swing Vote?
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<blockquote data-quote="Blackbrrd" data-source="post: 6176936" data-attributes="member: 63962"><p>I think you are right about the DM's is the ones that choose the game system. It's how the group I have played in has always done it. Typically the DM has an idea for an adventure or a premade adventure he wants to run, chooses a system and gets the players involved.</p><p></p><p>I think 4e did an ok job at making things easier for the DM. Creating an interesting tactical encounter was a lot easier in 4e than in 3e. Mostly because the big range of power levels among classes and monsters when comparing character level / challenge rating. In 4e you can basically just use your xp budget and it will be balanced the way you want. In 3e you really need a lot of experience to create interesting encounters that weren't really easy or really hard.</p><p></p><p>The 4e way of creating monsters where you basically look at a table and select attack/damage/defenses according to choice is a lot easier than the 3e create stats, level up, calculate, add feats, weapons, armor and so on. For instance in 3e you could give Trolls a chain shirt (+4 AC), but it's the same challenge rating, even though it's a much tougher monster. 4e tells you what attack/damage/defenses are apporpriate for a certain level (or CR in 3e).</p><p></p><p>What I disliked in 4e was the constant item grind. It's basically built into the system and without the items the math doesn't add up. It was like that in 3e as well, but due to the spells greater magic weapon/armor, you were much less reliant on what the DM gave you of magical items. In 4e you basically have to constantly upgrade the PC's weapon, armor and amulet every 4 levels or they will start to lagg. For 6-7 players this just gets to be a chore. Nothing magical about it.</p><p></p><p>4e did later on "fix" the reliance on magical items with the inherent bonus system as an optional rule, which I think is a great fix. Using it you can create settings where magic is much more scarce and special without ruining the basic math.</p><p></p><p>What 4e did pretty badly in my opinion was adventure support and lack of "compatability" with earlier d&d systems. If you want to run a 3e module you probably have to change the layout of the dungeons and all the fights. This compared to the previous editions where it was a lot more likely you could just use the maps and tweak the monsters/use updated stats.</p><p></p><p><strong>tl;dr</strong> I agree with your post in general terms. DM's chooses the game system and making a game popular with the DM's will give you good sales.</p></blockquote><p></p>
[QUOTE="Blackbrrd, post: 6176936, member: 63962"] I think you are right about the DM's is the ones that choose the game system. It's how the group I have played in has always done it. Typically the DM has an idea for an adventure or a premade adventure he wants to run, chooses a system and gets the players involved. I think 4e did an ok job at making things easier for the DM. Creating an interesting tactical encounter was a lot easier in 4e than in 3e. Mostly because the big range of power levels among classes and monsters when comparing character level / challenge rating. In 4e you can basically just use your xp budget and it will be balanced the way you want. In 3e you really need a lot of experience to create interesting encounters that weren't really easy or really hard. The 4e way of creating monsters where you basically look at a table and select attack/damage/defenses according to choice is a lot easier than the 3e create stats, level up, calculate, add feats, weapons, armor and so on. For instance in 3e you could give Trolls a chain shirt (+4 AC), but it's the same challenge rating, even though it's a much tougher monster. 4e tells you what attack/damage/defenses are apporpriate for a certain level (or CR in 3e). What I disliked in 4e was the constant item grind. It's basically built into the system and without the items the math doesn't add up. It was like that in 3e as well, but due to the spells greater magic weapon/armor, you were much less reliant on what the DM gave you of magical items. In 4e you basically have to constantly upgrade the PC's weapon, armor and amulet every 4 levels or they will start to lagg. For 6-7 players this just gets to be a chore. Nothing magical about it. 4e did later on "fix" the reliance on magical items with the inherent bonus system as an optional rule, which I think is a great fix. Using it you can create settings where magic is much more scarce and special without ruining the basic math. What 4e did pretty badly in my opinion was adventure support and lack of "compatability" with earlier d&d systems. If you want to run a 3e module you probably have to change the layout of the dungeons and all the fights. This compared to the previous editions where it was a lot more likely you could just use the maps and tweak the monsters/use updated stats. [B]tl;dr[/B] I agree with your post in general terms. DM's chooses the game system and making a game popular with the DM's will give you good sales. [/QUOTE]
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