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<blockquote data-quote="Novem5er" data-source="post: 3928291" data-attributes="member: 57859"><p>Thanks again for the additional comments.</p><p></p><p>And Novem5er, me, is a guy... Sorry, no hot gamer chicks here (accept my fiancee, woot!).</p><p></p><p>My #3 complaint from before is a little subjective. I could have left out the skill complaint (I love the system, but just wish it was usable across more classes) and the Fighter complaint (I've never run high-level fighters, so they could be more balanced than I've experienced myself). However, I will hold true to my criticism of Magic and new players.</p><p></p><p>Vancian Magic is counterintuitive to new players because it goes against every other popular forum of magic players have encountered over the last 2 decades. I've never played a video game, read a book, or watched a movie that had anything close to D&D magic.</p><p></p><p>It's acceptable that Wizards get tired after casting so many spells, but not that they have to select a spell a head of time and can only cast that spell. Of course, there are all sorts of meta-game reasons why this is and it's worked fairly well for 30 years as a stand alone game... but D&D's magic system is not really sucking in the new players.</p><p></p><p>Now, has anyone considered starting a 4e campaign at high level? Honestly, we wont know how the game has improved over 3e until we get to those high levels, which could take months or years, depending on ones playing schedule. I'm half tempted to make level 20 characters and just go from there, even if for just a few sessions. If we like it, if it's playable, maybe we could go "back in time" and play the same characters starting at level 1.</p><p></p><p>That could be an interesting story telling device.</p><p></p><p>I'm most excited to run an "on-the-fly", free roaming campaign where the players really choose where they want to go and what they want to do. I've always wanted to make a D&D version of an MMO, meaning that the world feels like it's always in motion, whether the characters are logged in or not.</p><p></p><p>D&D could always have been this way, but with the huge prep times of 3e, I never felt as flexible as I wanted to be... at least not past the early/mid levels.</p><p></p><p>My two campaign ideas are:</p><p></p><p>1) A dwarf city/state is forced to flee their mountain home and settle in a river valley surrounded by an ancient woods. The PCs must help the dwarves survive the hostile environment, explore the woods around them, and perhaps delve back into the mountain to fight back whatever evil usurped the dwarves in the first place.</p><p></p><p>2) A free roaming Underdark campaign. The characters are all surface dwellers that are sucked underground for some reason (earthquake, spell, etc) and their avenue IN has collapse behind them. Their mission it to make it back to the surface, but they will have many miles to go before they see light again . . . Gnome cities, drow raiding parties, new terrain rules... could be a great mega dungeon.</p></blockquote><p></p>
[QUOTE="Novem5er, post: 3928291, member: 57859"] Thanks again for the additional comments. And Novem5er, me, is a guy... Sorry, no hot gamer chicks here (accept my fiancee, woot!). My #3 complaint from before is a little subjective. I could have left out the skill complaint (I love the system, but just wish it was usable across more classes) and the Fighter complaint (I've never run high-level fighters, so they could be more balanced than I've experienced myself). However, I will hold true to my criticism of Magic and new players. Vancian Magic is counterintuitive to new players because it goes against every other popular forum of magic players have encountered over the last 2 decades. I've never played a video game, read a book, or watched a movie that had anything close to D&D magic. It's acceptable that Wizards get tired after casting so many spells, but not that they have to select a spell a head of time and can only cast that spell. Of course, there are all sorts of meta-game reasons why this is and it's worked fairly well for 30 years as a stand alone game... but D&D's magic system is not really sucking in the new players. Now, has anyone considered starting a 4e campaign at high level? Honestly, we wont know how the game has improved over 3e until we get to those high levels, which could take months or years, depending on ones playing schedule. I'm half tempted to make level 20 characters and just go from there, even if for just a few sessions. If we like it, if it's playable, maybe we could go "back in time" and play the same characters starting at level 1. That could be an interesting story telling device. I'm most excited to run an "on-the-fly", free roaming campaign where the players really choose where they want to go and what they want to do. I've always wanted to make a D&D version of an MMO, meaning that the world feels like it's always in motion, whether the characters are logged in or not. D&D could always have been this way, but with the huge prep times of 3e, I never felt as flexible as I wanted to be... at least not past the early/mid levels. My two campaign ideas are: 1) A dwarf city/state is forced to flee their mountain home and settle in a river valley surrounded by an ancient woods. The PCs must help the dwarves survive the hostile environment, explore the woods around them, and perhaps delve back into the mountain to fight back whatever evil usurped the dwarves in the first place. 2) A free roaming Underdark campaign. The characters are all surface dwellers that are sucked underground for some reason (earthquake, spell, etc) and their avenue IN has collapse behind them. Their mission it to make it back to the surface, but they will have many miles to go before they see light again . . . Gnome cities, drow raiding parties, new terrain rules... could be a great mega dungeon. [/QUOTE]
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