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<blockquote data-quote="Gothmog" data-source="post: 4274922" data-attributes="member: 317"><p>Simplified, yes. Stupefied, no. The 3.x rules were in dire need of revision, simplification, and streamlining. 3.x plays great if you're playing a computer game of it- Neverwinter Nights for example is a lot of fun. The computer is designed to perform millions of operations per second, and keep up with all the nit-picky bits of the system. However, a computer game also keeps you on the straight and narrow path, not allowing anything outside what its programming allows. Thats exactly the experience I had running and playing 3E. If the rules don't tell you how to do it, or if there isn't a feat for it, then sorry, can't be done.</p><p></p><p>4E is a quantum leap forward in game design. The main influence I see on 4E is a LOT of Savage Worlds design elements, placed into the context of D&D. 4E supports character building, but without the glory-hogging and ego-tripping of 3.x. In 3.x, PCs were powergamed and min-maxed to become lone-wolf powerhouses to such a degree that rules mastery took over the game, trampling all over DM fiat, plot, setting, and story. PCs are designed to be part of a team in 4E, and if you don't play with the team, you die. 4E also has decreased the need for rules master, which is a HUGE plus in my opinion.</p><p></p><p>4E does feel a lot more like 1E and 2E to me- giving the DM more options and ways to handle situations according to his playstyle. 4E is much more freeform, flowing, and streamlined, and plays like a dream- I do a tenth the bookkeeping and prep I did when I ran 3.x. In fact, I got so disillusioned with the needless complexity, implied assumptions in the rules, and rules mastery elements of 3.x D&D that I swore off it completely and went to other systems. 3.x wasn't the D&D I fondly remembered from my childhood- it was a Frankenstein's monster of mathematical gymnastics consisting of mismatched and non-intuitive systems that felt and played completely differently than the D&D I loved.</p><p></p><p>4E on the other hand, while having different details (class powers mainly), FEELS like the D&D I loved when I play and run it. For me, the less intrusive the game elements are in the game, the more I get into the game and can visualize the world and my character. 4E has much more transparent mechanics in that regard, while we have found that after playing 6 sessions, combat flows about three times more quickly than a 3E combat, with little rules referencing in the middle of it. THAT is great game design. I bought over $5000 of 3.x books over the years it was out- I got some great ideas with them, and had some fun, but ultimately it wasn't the system for me. 4E is a much improved system over 3.x, and I have no problem giving WotC my money for this incredible game. Thanks WotC for bringing D&D back to us! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Gothmog, post: 4274922, member: 317"] Simplified, yes. Stupefied, no. The 3.x rules were in dire need of revision, simplification, and streamlining. 3.x plays great if you're playing a computer game of it- Neverwinter Nights for example is a lot of fun. The computer is designed to perform millions of operations per second, and keep up with all the nit-picky bits of the system. However, a computer game also keeps you on the straight and narrow path, not allowing anything outside what its programming allows. Thats exactly the experience I had running and playing 3E. If the rules don't tell you how to do it, or if there isn't a feat for it, then sorry, can't be done. 4E is a quantum leap forward in game design. The main influence I see on 4E is a LOT of Savage Worlds design elements, placed into the context of D&D. 4E supports character building, but without the glory-hogging and ego-tripping of 3.x. In 3.x, PCs were powergamed and min-maxed to become lone-wolf powerhouses to such a degree that rules mastery took over the game, trampling all over DM fiat, plot, setting, and story. PCs are designed to be part of a team in 4E, and if you don't play with the team, you die. 4E also has decreased the need for rules master, which is a HUGE plus in my opinion. 4E does feel a lot more like 1E and 2E to me- giving the DM more options and ways to handle situations according to his playstyle. 4E is much more freeform, flowing, and streamlined, and plays like a dream- I do a tenth the bookkeeping and prep I did when I ran 3.x. In fact, I got so disillusioned with the needless complexity, implied assumptions in the rules, and rules mastery elements of 3.x D&D that I swore off it completely and went to other systems. 3.x wasn't the D&D I fondly remembered from my childhood- it was a Frankenstein's monster of mathematical gymnastics consisting of mismatched and non-intuitive systems that felt and played completely differently than the D&D I loved. 4E on the other hand, while having different details (class powers mainly), FEELS like the D&D I loved when I play and run it. For me, the less intrusive the game elements are in the game, the more I get into the game and can visualize the world and my character. 4E has much more transparent mechanics in that regard, while we have found that after playing 6 sessions, combat flows about three times more quickly than a 3E combat, with little rules referencing in the middle of it. THAT is great game design. I bought over $5000 of 3.x books over the years it was out- I got some great ideas with them, and had some fun, but ultimately it wasn't the system for me. 4E is a much improved system over 3.x, and I have no problem giving WotC my money for this incredible game. Thanks WotC for bringing D&D back to us! :D [/QUOTE]
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