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Blog Post by Robert J. Schwalb
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<blockquote data-quote="Zardnaar" data-source="post: 6328196" data-attributes="member: 6716779"><p>Jonathon Tweet has also been engaging in edition warring it seems.</p><p></p><p><span style="color: #555555"><span style="font-family: 'Helvetica Neue'"><span style="color: #000000"><strong>"4. Looking back on two versions of Dungeons & Dragons since the one you designed, how do you see the game evolving in ways you wish you’d thought of? And what elements of your version do you feel stand the test of time?</strong></span></span></span></p><p><span style="color: #555555"><span style="font-family: 'Helvetica Neue'"><span style="color: #000000">The classes in 4E are a lot better balanced than the classes in previous editions, and that’s a tremendous improvement. Spellcasters in general and clerics in particular are way too powerful in 3E. Fourth Ed also added the capacity for characters to recover lost hit points on their own, a concept that I launched in Omega World, my Gamma World variant from 2002. That’s a worthy edition to the system. The limit on healing in 4E is a huge boon to high-level play. In previous editions, it was too easy for high-level parties to replenish their hit points magically. I wish that 4E had been envisioned better so that it would have been successful. It’s unfortunate that the edition’s good improvements are largely ignored just because the overall edition was disappointing.</span></span></span></p><p><span style="color: #555555"><span style="font-family: 'Helvetica Neue'"><span style="color: #000000">“Fifth Edition” looks like it will be more faithful to the D&D tradition than 4E was, and that’s good to see. It’s still going to be hard for Wizards to win back players, especially since they’re going up against Pathfinder, which is essentially an improved version of 3E. </span></span></span></p><p><span style="color: #555555"><span style="font-family: 'Helvetica Neue'"><span style="color: #000000">It’s really heartening to see how many players are committed to Pathfinder. It’s been 14 years since 3E launched, and, in the guise of Pathfinder, it’s still the most popular version of the game today. No previous version of the game system has lasted that long. Our major accomplishment with 3E was giving players a tremendous amount of freedom, and that feature still resonates with players. For 3E, we ditched all sorts of limits: level limits by race, class limits by race, multiclass limits, etc. Players ate it up. With 4E, Wizards strictly limited what sort of characters you could create, and players rejected the system. The system that Monte Cook, Skip Williams, and I put together in 2000 still resonates because it’s the most open-ended version of D&D ever. </span></span></span></p><p><span style="color: #555555"><span style="font-family: 'Helvetica Neue'"><span style="color: #000000">In 2013, Pelgrane Press released 13th Age, which Rob Heinsoo and I designed. It’s basically a version of D&D designed to give even more creative control to players and GMs. Mechanically, it’s simpler, faster, and better balanced than 3E, and it puts the players’ inventiveness ahead of the game system. Rob and I prefer RPGs that give players lots of creative authority, and that’s what 13th Age does. "</span></span></span></p><p><span style="color: #555555"><span style="font-family: 'Helvetica Neue'"><span style="color: #000000"></span></span></span></p><p><span style="color: #555555"><span style="font-family: 'Helvetica Neue'"><span style="color: #000000"></span></span></span></p><p><span style="color: #555555"><span style="font-family: 'Helvetica Neue'"><span style="color: #000000"><a href="http://frabjousdave.com/creative-colleagues-jonathan-tweet/" target="_blank">http://frabjousdave.com/creative-colleagues-jonathan-tweet/</a></span></span></span></p><p><span style="color: #555555"><span style="font-family: 'Helvetica Neue'"><span style="color: #000000"></span></span></span></p><p><span style="color: #555555"><span style="font-family: 'Helvetica Neue'"><span style="color: #000000"></span></span></span></p></blockquote><p></p>
[QUOTE="Zardnaar, post: 6328196, member: 6716779"] Jonathon Tweet has also been engaging in edition warring it seems. [COLOR=#555555][FONT=Helvetica Neue][COLOR=#000000][B]"4. Looking back on two versions of Dungeons & Dragons since the one you designed, how do you see the game evolving in ways you wish you’d thought of? And what elements of your version do you feel stand the test of time?[/B][/COLOR][/FONT][/COLOR] [COLOR=#555555][FONT=Helvetica Neue][COLOR=#000000]The classes in 4E are a lot better balanced than the classes in previous editions, and that’s a tremendous improvement. Spellcasters in general and clerics in particular are way too powerful in 3E. Fourth Ed also added the capacity for characters to recover lost hit points on their own, a concept that I launched in Omega World, my Gamma World variant from 2002. That’s a worthy edition to the system. The limit on healing in 4E is a huge boon to high-level play. In previous editions, it was too easy for high-level parties to replenish their hit points magically. I wish that 4E had been envisioned better so that it would have been successful. It’s unfortunate that the edition’s good improvements are largely ignored just because the overall edition was disappointing.[/COLOR][/FONT][/COLOR] [COLOR=#555555][FONT=Helvetica Neue][COLOR=#000000]“Fifth Edition” looks like it will be more faithful to the D&D tradition than 4E was, and that’s good to see. It’s still going to be hard for Wizards to win back players, especially since they’re going up against Pathfinder, which is essentially an improved version of 3E. [/COLOR][/FONT][/COLOR] [COLOR=#555555][FONT=Helvetica Neue][COLOR=#000000]It’s really heartening to see how many players are committed to Pathfinder. It’s been 14 years since 3E launched, and, in the guise of Pathfinder, it’s still the most popular version of the game today. No previous version of the game system has lasted that long. Our major accomplishment with 3E was giving players a tremendous amount of freedom, and that feature still resonates with players. For 3E, we ditched all sorts of limits: level limits by race, class limits by race, multiclass limits, etc. Players ate it up. With 4E, Wizards strictly limited what sort of characters you could create, and players rejected the system. The system that Monte Cook, Skip Williams, and I put together in 2000 still resonates because it’s the most open-ended version of D&D ever. [/COLOR][/FONT][/COLOR] [COLOR=#555555][FONT=Helvetica Neue][COLOR=#000000]In 2013, Pelgrane Press released 13th Age, which Rob Heinsoo and I designed. It’s basically a version of D&D designed to give even more creative control to players and GMs. Mechanically, it’s simpler, faster, and better balanced than 3E, and it puts the players’ inventiveness ahead of the game system. Rob and I prefer RPGs that give players lots of creative authority, and that’s what 13th Age does. " [url]http://frabjousdave.com/creative-colleagues-jonathan-tweet/[/url] [/COLOR][/FONT][/COLOR] [/QUOTE]
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