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Could Wizards ACTUALLY make MOST people happy with a new edition?
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<blockquote data-quote="Vyvyan Basterd" data-source="post: 5645098" data-attributes="member: 4892"><p>Semantics. I could just as easily say "locations." I still don't see how the use of any of these words fundamentally changes the game.</p><p></p><p></p><p></p><p>Exactly my definition of an "encounter" if you review my previous post. </p><p></p><p></p><p></p><p>Minor quibble. "Rounds" in D&D have changed over the editions. A 1E round was 1 minute, e.g.</p><p></p><p></p><p></p><p>But a "scene" is and you're OK with that.</p><p></p><p></p><p></p><p>Who says? Mike Mearls has had many recent articles about encounters without skill checks and encounters regarding exploration. I think you are putting too much value on a word in a game that has always used the English language very loosely to name game terms.</p><p></p><p></p><p></p><p>Maybe for your group. My own experience with various groups, gaming clubs, conventions, etc. is that most players enjoy the bits of the game when they are progressing towards a goal. Spending large amounts of time on frivolous matters, such as buying a pair of boots for your character, leads quickly to frustration. YMMV, obviously.</p><p></p><p></p><p></p><p>There is equal evidence here on EnWorld that modules *are* core to the game. Many discussions relive the old classics. Others discuss peoples' woes over the poor quality of the WotC modules. A whole company built its reputation from Adventure Paths.</p><p></p><p></p><p></p><p>Again, discussion about the failings of the CR/EL system abound, trying to find better ways to implement them. Whole shared-world campaigns with very large followings use(d) the CR/EL/Level method of building challenging encounters and rewarding those who accomplished their goal. 4E in particular doesn't even stress the encounter=experience as the only means to award XP. The suggestions on Quest XP in the DMG help remind a new DM that characters should be rewarded for achieving their goals.</p><p></p><p></p><p></p><p>I agree they call things out more that used to be more subtle. Some of those things I consider a strength, others easily ignorable.</p><p></p><p></p><p></p><p>I think alot more people use adventures than you would surmise. Otherwise I don't think Paizo would have the success that puts them in the strong position they are today.</p><p></p><p></p><p></p><p>I couldn't disagree more. The toolkit I have at my fingertips now with DDi makes my job as DM almost too easy, in both prep and ad-libbing.</p></blockquote><p></p>
[QUOTE="Vyvyan Basterd, post: 5645098, member: 4892"] Semantics. I could just as easily say "locations." I still don't see how the use of any of these words fundamentally changes the game. Exactly my definition of an "encounter" if you review my previous post. Minor quibble. "Rounds" in D&D have changed over the editions. A 1E round was 1 minute, e.g. But a "scene" is and you're OK with that. Who says? Mike Mearls has had many recent articles about encounters without skill checks and encounters regarding exploration. I think you are putting too much value on a word in a game that has always used the English language very loosely to name game terms. Maybe for your group. My own experience with various groups, gaming clubs, conventions, etc. is that most players enjoy the bits of the game when they are progressing towards a goal. Spending large amounts of time on frivolous matters, such as buying a pair of boots for your character, leads quickly to frustration. YMMV, obviously. There is equal evidence here on EnWorld that modules *are* core to the game. Many discussions relive the old classics. Others discuss peoples' woes over the poor quality of the WotC modules. A whole company built its reputation from Adventure Paths. Again, discussion about the failings of the CR/EL system abound, trying to find better ways to implement them. Whole shared-world campaigns with very large followings use(d) the CR/EL/Level method of building challenging encounters and rewarding those who accomplished their goal. 4E in particular doesn't even stress the encounter=experience as the only means to award XP. The suggestions on Quest XP in the DMG help remind a new DM that characters should be rewarded for achieving their goals. I agree they call things out more that used to be more subtle. Some of those things I consider a strength, others easily ignorable. I think alot more people use adventures than you would surmise. Otherwise I don't think Paizo would have the success that puts them in the strong position they are today. I couldn't disagree more. The toolkit I have at my fingertips now with DDi makes my job as DM almost too easy, in both prep and ad-libbing. [/QUOTE]
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