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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Can WotC Cater to Past Editions Without Compromising 4e Design?
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<blockquote data-quote="delericho" data-source="post: 5670582" data-attributes="member: 22424"><p>I disagree. I think they could inject some of that 'feel', but their mistake was doing it in the <em>mechanics</em>. The place for that stuff is in settings and adventures.</p><p></p><p>WotC could go a long way to getting back the AD&D feel with a single sourcebook dedicated to 'gritty' dungeon-crawling. Call it the "Dungeoneer's Survival Guide"; and pack it with a much more punishing encumbrance system; rules for tracking ammunition and rations; mundane items like the 10 ft pole, iron spikes, and so on. Basically, an <em>optional</em> sourcebook to bring back a lot of the non-combat dungeoneering stuff that has largely disappeared in 3e and 4e.</p><p></p><p>The book should also include a significant number of weak artifacts. That sounds like an oxymoron, but it really isn't: they should be unique magic items with detailed and flavourful back-stories and unique powers that aren't available from any other items. Perhaps some (or all!) of the items should be intelligent.</p><p></p><p>WotC could also do a range of "new old-school" adventure modules, running light on the plot, but also including a far wider network of available paths through the module than the current offerings (which tend heavily towards the railroad). Possibly even a megadungeon, if they dared.</p><p></p><p>And, finally, they could offer a much more 'classical' setting than the magic-heavy (and apocalyptic) Forgotten Realms, the magic-punk Eberron, or the post-apoc Dark Sun. Indeed, they might be well served by dusting off Greyhawk and offering it in an unapologetically old-school manner.</p></blockquote><p></p>
[QUOTE="delericho, post: 5670582, member: 22424"] I disagree. I think they could inject some of that 'feel', but their mistake was doing it in the [i]mechanics[/i]. The place for that stuff is in settings and adventures. WotC could go a long way to getting back the AD&D feel with a single sourcebook dedicated to 'gritty' dungeon-crawling. Call it the "Dungeoneer's Survival Guide"; and pack it with a much more punishing encumbrance system; rules for tracking ammunition and rations; mundane items like the 10 ft pole, iron spikes, and so on. Basically, an [i]optional[/i] sourcebook to bring back a lot of the non-combat dungeoneering stuff that has largely disappeared in 3e and 4e. The book should also include a significant number of weak artifacts. That sounds like an oxymoron, but it really isn't: they should be unique magic items with detailed and flavourful back-stories and unique powers that aren't available from any other items. Perhaps some (or all!) of the items should be intelligent. WotC could also do a range of "new old-school" adventure modules, running light on the plot, but also including a far wider network of available paths through the module than the current offerings (which tend heavily towards the railroad). Possibly even a megadungeon, if they dared. And, finally, they could offer a much more 'classical' setting than the magic-heavy (and apocalyptic) Forgotten Realms, the magic-punk Eberron, or the post-apoc Dark Sun. Indeed, they might be well served by dusting off Greyhawk and offering it in an unapologetically old-school manner. [/QUOTE]
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Can WotC Cater to Past Editions Without Compromising 4e Design?
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