Flexor the Mighty! said:Why the hell would they need a 4th ed already? And why make the combat even more detailed and slow. The incredible abstractness of 1e's combat was the beauty of it. It was quick and over, get back to the adventure. It's slow enough as it is now, I don't think we need to complicate it anymore.
D&D is pretty much the premeir fantasy RPG, persisting as such despite many allegedly suprior pretenders. And why do you think that is?
IMO, because aspects like AC and HP as they are capture the heroic fantasy feel. In D&D 3e, a character with a dagger can have a credible chance of harming someone in full plate armor if he is good enough. No such luck if you make armor into DC.
The VP and Armor as DR systems work fine -- for the genres that they mean to emulate. But incorporating them into D&D proper would seriously shift the kilter of the game.
If you look at it in the right light, then the whole idea of classes and levels would be out the window in favor of a much more customizable system if you wanted true realism.
I'd rather 4th ed emphasize good and simplistic mechanics that both make sense, and still retain the feel and meticulous detail of the worlds that TSR and now WOTC have built up over the years.
Zappo said:I've played classless and realistic fantasy systems, and I'm sorry but there's no way in hell that I play GURPS instead of D&D when I want heroic fantasy - or any other similar system, for that matter.
Victim said:
Yes, 1e combat is so simple I can't figure out what AC I hit, I need to look at a chart instead. I don't know if the complicated initiative system we're using is house rule or not, but the wretched weapon charts are bad enough. In protest, I'm not going to attack. However, as a would be MU, I shouldn't need to.
I've played classless and realistic fantasy systems, and I'm sorry but there's no way in hell that I play GURPS instead of D&D when I want heroic fantasy - or any other similar system, for that matter.
Thorvald Kviksverd said:Anyone who has sat down to design their own game would probably tell you that it isn't too difficult to devise some elegant mechanics to capture the feel you're after--filling in the nooks and crannies with spells and monsters though...