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Convincing 4th Edition players to consider 5th Edition
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<blockquote data-quote="D'karr" data-source="post: 5987306" data-attributes="member: 336"><p>I totally agree, and this is the rub. This is where 4e had an opportunity to do "ground breaking" work, re-education if you will. WotC could have taken that "introductory" module and very easily spelled out some things. This adventure came out just as the game was coming out, IIRC it came out right before the books even hit the shelves. Even a 10 sentence sideline "designers note" would have sufficed to explain the "rules mentality." Then expand that side note in the DMG and explain the paradigm fully and give examples.</p><p></p><p>The "problem", and I put that in quotes because it never became one for my group or I, is that the lack of "rules" or explanation for it could be jarring. 3.x had already conditioned the audience to having a rule for everything. Someone that was used to having every little bit of rules minutia explained to them might find the paradigm very uncomfortable. When there was not a rule for everything those that were used to it cried foul, justified or not. The assumption from WotC's part was simply horrible.</p><p></p><p>Then, unfortunately, the DMG did not go far enough to fill these gaps. It went far, but not far enough. In addition many that had experience with the previous games didn't bother to even read the DMG, or worse pay heed to it's advice, WotC being the main culprit.</p></blockquote><p></p>
[QUOTE="D'karr, post: 5987306, member: 336"] I totally agree, and this is the rub. This is where 4e had an opportunity to do "ground breaking" work, re-education if you will. WotC could have taken that "introductory" module and very easily spelled out some things. This adventure came out just as the game was coming out, IIRC it came out right before the books even hit the shelves. Even a 10 sentence sideline "designers note" would have sufficed to explain the "rules mentality." Then expand that side note in the DMG and explain the paradigm fully and give examples. The "problem", and I put that in quotes because it never became one for my group or I, is that the lack of "rules" or explanation for it could be jarring. 3.x had already conditioned the audience to having a rule for everything. Someone that was used to having every little bit of rules minutia explained to them might find the paradigm very uncomfortable. When there was not a rule for everything those that were used to it cried foul, justified or not. The assumption from WotC's part was simply horrible. Then, unfortunately, the DMG did not go far enough to fill these gaps. It went far, but not far enough. In addition many that had experience with the previous games didn't bother to even read the DMG, or worse pay heed to it's advice, WotC being the main culprit. [/QUOTE]
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