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D&D 4.0 - What the?
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<blockquote data-quote="RangerWickett" data-source="post: 1324462" data-attributes="member: 63"><p>Foremost, the goal for the game system will be to entertain those who enjoy the style of gaming which D&D is known for, and to not alienate those whose interest align closely but not precisely with that style.</p><p></p><p>Under this large grouping, we have several important points to keep in mind.</p><ul> <li data-xf-list-type="ul">Sacred cows. The specifics vary from person to person, but we all know there are some things that make D&D feel like D&D. There will be classes. There will be levels (probably 20 primary ones). The core races won't alter much, though I fear a bit for gnomes. We'll still be rolling d20s.</li> <li data-xf-list-type="ul">Interesting combat. D&D developed from wargames, and it's still the Hollywood Action Blockbuster of RPGs. The game has to be able to handle many different styles of action, and many different styles of combat. There will undoubtedly be an edging toward flashy, over-the-top battles where the phrase "'Tis merely a flesh wound" could be used every six seconds, but the system shouldn't make it impossible to run more grim adventures in which a Goblin ambush can kill a party.</li> <li data-xf-list-type="ul">Encouragement of roleplaying. We all know that a game full of intense, daring combat can be enjoyable, but we also know that drama and action doesn't have to involve killing stuff. Design the system so classics of fantasy action are feasible -- chasing a fugitive, leading an army, outwitting enemies you can't defeat in a fight -- and so that people who want to just roleplay through danger don't feel like the game system isn't helping. When the system makes allowances for, and even encourages alternative types of action, the game benefits from greater depth.</li> <li data-xf-list-type="ul">In general, fun. You know what's fun? Playing an adventure. You know what's more fun? Finishing that adventure twice as fast, so you can play more adventure before going home. Right now, a <em>few</em> things are clunky. The sheer number of dice needed for high-level combat, especially with lots of disposable minions, slows the game down. You know what else is fun? Being a hero. I haven't tried Action Points from D20 Modern, but I imagine they help players be more willing to dare. Things that make it easier for characters to do cool stuff is good.</li> <li data-xf-list-type="ul">Style flexibility. Playing D&D using GURPS's rules would be so frikkin' hard. You'd have to have 300-pt. characters just to have something even resembling the amount of damage absorption PCs can handle. If D&D 4.0 can keep its high fantasy roots while being easily toggled into a gritty style game, I'll be impressed.</li> <li data-xf-list-type="ul">The Open Gaming License. I can't say with any authority what it was like before the D20 System went open, but I know I'm much happier to help my fellow D&D gamer than I would be trying to compete by publishing a completely different game. Plus I'd be a hypocrite, because I'd still play D&D, most likely.</li> </ul><p></p><p>Now, the magic system is my personal highest interest, because I just like magic. I don't expect 4.0 to look like Elements of Magic, which I just spent 6 months updating, streamlining, and makingcoolizing. But some of the assumptions of magic should be looked at. It never hurts to reconsider something you've been doing the same way for decades.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 1324462, member: 63"] Foremost, the goal for the game system will be to entertain those who enjoy the style of gaming which D&D is known for, and to not alienate those whose interest align closely but not precisely with that style. Under this large grouping, we have several important points to keep in mind. [list][*]Sacred cows. The specifics vary from person to person, but we all know there are some things that make D&D feel like D&D. There will be classes. There will be levels (probably 20 primary ones). The core races won't alter much, though I fear a bit for gnomes. We'll still be rolling d20s. [*]Interesting combat. D&D developed from wargames, and it's still the Hollywood Action Blockbuster of RPGs. The game has to be able to handle many different styles of action, and many different styles of combat. There will undoubtedly be an edging toward flashy, over-the-top battles where the phrase "'Tis merely a flesh wound" could be used every six seconds, but the system shouldn't make it impossible to run more grim adventures in which a Goblin ambush can kill a party. [*]Encouragement of roleplaying. We all know that a game full of intense, daring combat can be enjoyable, but we also know that drama and action doesn't have to involve killing stuff. Design the system so classics of fantasy action are feasible -- chasing a fugitive, leading an army, outwitting enemies you can't defeat in a fight -- and so that people who want to just roleplay through danger don't feel like the game system isn't helping. When the system makes allowances for, and even encourages alternative types of action, the game benefits from greater depth. [*]In general, fun. You know what's fun? Playing an adventure. You know what's more fun? Finishing that adventure twice as fast, so you can play more adventure before going home. Right now, a [i]few[/i] things are clunky. The sheer number of dice needed for high-level combat, especially with lots of disposable minions, slows the game down. You know what else is fun? Being a hero. I haven't tried Action Points from D20 Modern, but I imagine they help players be more willing to dare. Things that make it easier for characters to do cool stuff is good. [*]Style flexibility. Playing D&D using GURPS's rules would be so frikkin' hard. You'd have to have 300-pt. characters just to have something even resembling the amount of damage absorption PCs can handle. If D&D 4.0 can keep its high fantasy roots while being easily toggled into a gritty style game, I'll be impressed. [*]The Open Gaming License. I can't say with any authority what it was like before the D20 System went open, but I know I'm much happier to help my fellow D&D gamer than I would be trying to compete by publishing a completely different game. Plus I'd be a hypocrite, because I'd still play D&D, most likely.[/list] Now, the magic system is my personal highest interest, because I just like magic. I don't expect 4.0 to look like Elements of Magic, which I just spent 6 months updating, streamlining, and makingcoolizing. But some of the assumptions of magic should be looked at. It never hurts to reconsider something you've been doing the same way for decades. [/QUOTE]
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