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Blog post on the feel of D&D (marmell, reynolds et all)
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<blockquote data-quote="The_Gneech" data-source="post: 4146194" data-attributes="member: 6779"><p>re: playtesters: yes, I realize, which is why I referred to "stuff like this" ... the particular scenario was just one that really jumped out in my mind as an example as "feeling like <em>D&D</em>." All I meant was that as much as I loved both the original d20 <em>Star Wars</em> and the <em>RCR</em>, there was a systemic tendency to "fall back on" <em>D&D</em>-style mechanics and/or challenges -- I don't think the observation is without merit. (If the playtesters in question were coming at it from the POV of people used to the very free-form, "plot first and map only if absolutely necessary" feel of the previous WEG game, they'd be even more prone to seeing it.)</p><p></p><p>In the context of the current discussion re: the "feel of 4E," I agree with you that some of it is mechanics. But there's more to it than that ... there's also the goals that the mechanics serve. Just like picking (electronic) locks and having very tactical battlegrids gave <em>Star Wars</em> a "<em>D&D</em> in space" feel to some people because they were looking for fast-moving action and chases through asteroid fields. In 4E, it seems to me, the goal is to make every player feel like a power-flingin' bad*** right out of the gate, which turns <em>D&D</em> tradition absolutely on its head. In previous editions, you didn't become a power-flingin' bad*** until the game had been going for five years and you'd lost three or more characters trying. Thus, in that vein at least, 4E doesn't "feel like <em>D&D</em>" because it's not really designed to.</p><p></p><p>Sorry if my comment stepped on your toes. FWIW, like I say, I did like your work on the <em>Star Wars</em> line. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>-The Gneech <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60e.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":cool:" title="Cool :cool:" data-smilie="6"data-shortname=":cool:" /></p></blockquote><p></p>
[QUOTE="The_Gneech, post: 4146194, member: 6779"] re: playtesters: yes, I realize, which is why I referred to "stuff like this" ... the particular scenario was just one that really jumped out in my mind as an example as "feeling like [i]D&D[/i]." All I meant was that as much as I loved both the original d20 [i]Star Wars[/i] and the [i]RCR[/i], there was a systemic tendency to "fall back on" [i]D&D[/i]-style mechanics and/or challenges -- I don't think the observation is without merit. (If the playtesters in question were coming at it from the POV of people used to the very free-form, "plot first and map only if absolutely necessary" feel of the previous WEG game, they'd be even more prone to seeing it.) In the context of the current discussion re: the "feel of 4E," I agree with you that some of it is mechanics. But there's more to it than that ... there's also the goals that the mechanics serve. Just like picking (electronic) locks and having very tactical battlegrids gave [i]Star Wars[/i] a "[i]D&D[/i] in space" feel to some people because they were looking for fast-moving action and chases through asteroid fields. In 4E, it seems to me, the goal is to make every player feel like a power-flingin' bad*** right out of the gate, which turns [i]D&D[/i] tradition absolutely on its head. In previous editions, you didn't become a power-flingin' bad*** until the game had been going for five years and you'd lost three or more characters trying. Thus, in that vein at least, 4E doesn't "feel like [i]D&D[/i]" because it's not really designed to. Sorry if my comment stepped on your toes. FWIW, like I say, I did like your work on the [i]Star Wars[/i] line. :) -The Gneech :cool: [/QUOTE]
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Blog post on the feel of D&D (marmell, reynolds et all)
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