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*Pathfinder & Starfinder
Blog post on the feel of D&D (marmell, reynolds et all)
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<blockquote data-quote="Lizard" data-source="post: 4142672" data-attributes="member: 1054"><p>Pretty accurate. I find it easier to ignore rules than to add them, and I like games with 'dials' or 'settings' so that a single ruleset can emulate more genres/styles of play.</p><p></p><p></p><p></p><p>Or you have a system which breaks in actual play because the interactions of multiple systems produce more edge cases than the 'simple' rules accomodate. You also have the problem of "You can't do that, there's no rules for it!", which is a common response. (You also also have the problem, as some have noted, of having some actions be 'easier' because there's no explicit rules, even when they should be harder. If 'trip' is a per-encounter exploit available only to trained fighters, then "swinging on the chandelier and kicking the thug into the fireplace while yelling 'What ho!'" ought to be a high level daily power, at best -- but the 4e rules paradigm seems to make it an at-will 'roll vs reflex defense' which any shlub can attempt, simply because there's no explicit rule FOR it, if you follow me.)</p><p></p><p>In other words, complex stunts not covered by the rules become EASIER than simple actions which ARE covered -- and which are balanced properly. </p><p></p><p></p><p></p><p>Depends on what you mean by 'classic'. If you mean, in terms of rule structure, no. But I never liked the actual D&D *rules* until third edition. I liked the *feel* of D&D -- a huge world of ancient magic, countless races, characters who rose from being pathetic losers to god-slaying heroes, and a sense of scale and scope no other system really had. (I mean, come on -- the abyss had 666 *infinite* layers! There was a para-elemental plane of Ooze!)</p><p></p><p>Fourth edition feels bland, constrained, and mechanistic to me. It looks and feels like something designed by committee and controlled by marketing. To that extent, it reminds me of 2e -- a watered down, flavorless, version of the prior edition, stripping out mechanics, options, and soul. There are some good ideas here and there, but the thing as a whole grabs me not.</p></blockquote><p></p>
[QUOTE="Lizard, post: 4142672, member: 1054"] Pretty accurate. I find it easier to ignore rules than to add them, and I like games with 'dials' or 'settings' so that a single ruleset can emulate more genres/styles of play. Or you have a system which breaks in actual play because the interactions of multiple systems produce more edge cases than the 'simple' rules accomodate. You also have the problem of "You can't do that, there's no rules for it!", which is a common response. (You also also have the problem, as some have noted, of having some actions be 'easier' because there's no explicit rules, even when they should be harder. If 'trip' is a per-encounter exploit available only to trained fighters, then "swinging on the chandelier and kicking the thug into the fireplace while yelling 'What ho!'" ought to be a high level daily power, at best -- but the 4e rules paradigm seems to make it an at-will 'roll vs reflex defense' which any shlub can attempt, simply because there's no explicit rule FOR it, if you follow me.) In other words, complex stunts not covered by the rules become EASIER than simple actions which ARE covered -- and which are balanced properly. Depends on what you mean by 'classic'. If you mean, in terms of rule structure, no. But I never liked the actual D&D *rules* until third edition. I liked the *feel* of D&D -- a huge world of ancient magic, countless races, characters who rose from being pathetic losers to god-slaying heroes, and a sense of scale and scope no other system really had. (I mean, come on -- the abyss had 666 *infinite* layers! There was a para-elemental plane of Ooze!) Fourth edition feels bland, constrained, and mechanistic to me. It looks and feels like something designed by committee and controlled by marketing. To that extent, it reminds me of 2e -- a watered down, flavorless, version of the prior edition, stripping out mechanics, options, and soul. There are some good ideas here and there, but the thing as a whole grabs me not. [/QUOTE]
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Blog post on the feel of D&D (marmell, reynolds et all)
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