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Convincing 4th Edition players to consider 5th Edition
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<blockquote data-quote="Zustiur" data-source="post: 5959379" data-attributes="member: 1544"><p>On the contrary. I have bought nearly as many 4E books as I have 3E books. I am a customer. But that doesn't mean I like 4E.</p><p></p><p>In fact, let me look at the figure here...</p><p>Over the entire course of 3E (.0 and .5) I bought 9 books. Make it 10 if you count Pathfinder (which I don't because we're talking about WotC).</p><p>Over the course of 4e thus far, I've bought 6 books and I'm a subscriber. Additionally I'm extremely tempted to purchase a 7th and 8th book (Dungeon Delve and MM3 respectively), even though I have no plans to run a 4E game.</p><p> </p><p>Regarding the terrain layout and use of pushes, I was commenting more on the needless complexity of combat than on the reality of open spaces. I recognize the folly of the way I wrote it. However, to clarify; I have no problem with there being 'dungeon furniture'. I just don't think there needs to be quite so many hazardous things. NC was talking about every encounter needing a feature that 'provides combat interest'. I disagree with him.</p><p></p><p>I'll add that tactics are only available if you've got sufficient room to use them in. I can't make use of my 50 squares of greatbow range because all battles occur within a roughly 10x10 space.</p><p></p><p>On a related point I often find myself using my push power (Thundertusk Boar Strike) for the simple reason of the extra damage, rather than from any benefit from pushing. Maybe that's poor tactics, and maybe it's just me seeing the game from a different point of view.</p><p></p><p>As for the rest of your points, I think we'd just end up arguing and derailing the thread, so I'll drop it.</p><p></p><p></p><p>*shudder* I agree with your 5 points but you'd need another 20 or 30 things on that list before I'd consider it even remotely close to perfect. Starting with:</p><p>6. Remove the math and start again from scratch</p><p>7. Provide more alternatives to AEDU</p><p></p><p></p><p>While I agree with you in principle, I suspect this comes back to an economic issue. Producing three separate products would take a great deal of effort and money. Producing one product which has three uses may not need as much money. Selling 1 product to 90 people, is more cost effective than selling 3 products to 100 people.</p><p></p><p>Then there's a bigger issue. What version should a new player buy into? How on earth would he know the difference between the three and be able to make the right choice? How would her non-gamer parents know which books to buy her so that she can join in her friends game? Which product would the parents buy their kid for Christmas?</p><p></p><p>No. One core system with 3 (or more!) branches is the far better option in my eyes.</p></blockquote><p></p>
[QUOTE="Zustiur, post: 5959379, member: 1544"] On the contrary. I have bought nearly as many 4E books as I have 3E books. I am a customer. But that doesn't mean I like 4E. In fact, let me look at the figure here... Over the entire course of 3E (.0 and .5) I bought 9 books. Make it 10 if you count Pathfinder (which I don't because we're talking about WotC). Over the course of 4e thus far, I've bought 6 books and I'm a subscriber. Additionally I'm extremely tempted to purchase a 7th and 8th book (Dungeon Delve and MM3 respectively), even though I have no plans to run a 4E game. Regarding the terrain layout and use of pushes, I was commenting more on the needless complexity of combat than on the reality of open spaces. I recognize the folly of the way I wrote it. However, to clarify; I have no problem with there being 'dungeon furniture'. I just don't think there needs to be quite so many hazardous things. NC was talking about every encounter needing a feature that 'provides combat interest'. I disagree with him. I'll add that tactics are only available if you've got sufficient room to use them in. I can't make use of my 50 squares of greatbow range because all battles occur within a roughly 10x10 space. On a related point I often find myself using my push power (Thundertusk Boar Strike) for the simple reason of the extra damage, rather than from any benefit from pushing. Maybe that's poor tactics, and maybe it's just me seeing the game from a different point of view. As for the rest of your points, I think we'd just end up arguing and derailing the thread, so I'll drop it. *shudder* I agree with your 5 points but you'd need another 20 or 30 things on that list before I'd consider it even remotely close to perfect. Starting with: 6. Remove the math and start again from scratch 7. Provide more alternatives to AEDU While I agree with you in principle, I suspect this comes back to an economic issue. Producing three separate products would take a great deal of effort and money. Producing one product which has three uses may not need as much money. Selling 1 product to 90 people, is more cost effective than selling 3 products to 100 people. Then there's a bigger issue. What version should a new player buy into? How on earth would he know the difference between the three and be able to make the right choice? How would her non-gamer parents know which books to buy her so that she can join in her friends game? Which product would the parents buy their kid for Christmas? No. One core system with 3 (or more!) branches is the far better option in my eyes. [/QUOTE]
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