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General Tabletop Discussion
*Dungeons & Dragons
Are Essentials more old school or just a clever marketing ploy?
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<blockquote data-quote="Imaro" data-source="post: 5356427" data-attributes="member: 48965"><p>I don't think you went too far off topic. I think another unforseen aspect of the DDI... and specifically the fact that it auto-integrates eratta and feats and everything else mechanical... is that WotC has created the perception in many that the books they produce are worthless... meanwhile the amount of character specific bloat has made it hard for those who want to support the books to be able to organize and reference it in an easily useable manner...along with the, until recently, dry reads making it a chore to even get through some of the books.</p><p> </p><p>I think Essentials is also a way to draw people back to book purchases, I just hope that WotC's new emphasis on fluff in Dragon and in the essentials books means they have realized that if they produce crunch at an astronomical rate it can actually be detrimental to there longterm sales of books.</p><p> </p><p>On a totally different subject, let me state that I think another side effect of having the tactically simpler classes is that it opens up a new way for the player to interact with the game. 4e classic is a very front-loaded game for players, you can't really play if you don't want to get into the mechanics side of it... gone are the days of you telling your DM what you want to do in combat and him telling you what to roll... I think this is one of those things that speak to a different type of player (than the one 4e classic was origiannly built for) as well as many new players. Many people, and especially new people, may be more comfortable trying to approach D&D from a "storytelling" as opposed to tactical nature. They want to be able to tell the DM what they are doing in "story" terms and he or she translate it into mechanics... honestly with the way 4e classic characters were built that was almost impossible with any of them... there were just too many exceptions when building a character. That added with the increased focus on group tactics, IMO, makes it hard for a character to interact with the rules in a casual nature (which IMO, is not the same as being a casual player... but similar in some aspects.)</p><p> </p><p>However with the more limited nature of some essential classes this is actually possible for a DM to do again. Of course this is all IMO but some people can want to play D&D, but not want to get into the mechanics on the level that 4e classic assumes they all want to.</p></blockquote><p></p>
[QUOTE="Imaro, post: 5356427, member: 48965"] I don't think you went too far off topic. I think another unforseen aspect of the DDI... and specifically the fact that it auto-integrates eratta and feats and everything else mechanical... is that WotC has created the perception in many that the books they produce are worthless... meanwhile the amount of character specific bloat has made it hard for those who want to support the books to be able to organize and reference it in an easily useable manner...along with the, until recently, dry reads making it a chore to even get through some of the books. I think Essentials is also a way to draw people back to book purchases, I just hope that WotC's new emphasis on fluff in Dragon and in the essentials books means they have realized that if they produce crunch at an astronomical rate it can actually be detrimental to there longterm sales of books. On a totally different subject, let me state that I think another side effect of having the tactically simpler classes is that it opens up a new way for the player to interact with the game. 4e classic is a very front-loaded game for players, you can't really play if you don't want to get into the mechanics side of it... gone are the days of you telling your DM what you want to do in combat and him telling you what to roll... I think this is one of those things that speak to a different type of player (than the one 4e classic was origiannly built for) as well as many new players. Many people, and especially new people, may be more comfortable trying to approach D&D from a "storytelling" as opposed to tactical nature. They want to be able to tell the DM what they are doing in "story" terms and he or she translate it into mechanics... honestly with the way 4e classic characters were built that was almost impossible with any of them... there were just too many exceptions when building a character. That added with the increased focus on group tactics, IMO, makes it hard for a character to interact with the rules in a casual nature (which IMO, is not the same as being a casual player... but similar in some aspects.) However with the more limited nature of some essential classes this is actually possible for a DM to do again. Of course this is all IMO but some people can want to play D&D, but not want to get into the mechanics on the level that 4e classic assumes they all want to. [/QUOTE]
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Are Essentials more old school or just a clever marketing ploy?
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