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<blockquote data-quote="Scribble" data-source="post: 4276081" data-attributes="member: 23977"><p>Thunder, it's not that I feel 4e = 1e. It's a new edition of the game, so there will be changes.</p><p></p><p>I'm saying that for me, 4e seems like they took the great ideas they had in 3e about improving game play and refined them so they "feel" a lot more like the D&D I know(spent the most time with) and work a lot quicker/ are more open.</p><p></p><p>It's the fact that I can sit down as a DM and hash out a "cool" adventure without having to worry about whether or not I carried the 1, yet still know that the system is done well enough that I don't have to worry about the system getting clanked.</p><p></p><p>It's the 3e idea that here are certain things (like skills) that players should be able to do, and improve at doing, with the earlier idea that I still shouldn't have to spend a lot of time accounting for ALL the nitty gritty elements of the task. </p><p></p><p>It's the 3e idea that players should have options and neat tricks they can mess with, but mixed with the earlier edition idea that there are some things monsters/enemies can just do... Because it makes a good fight/story.</p><p></p><p>For the first time in a WHILE I feel like as DM I'm once again in control of the adventure as opposed to on a hunt for the proper design method to achieve the effect I want.</p></blockquote><p></p>
[QUOTE="Scribble, post: 4276081, member: 23977"] Thunder, it's not that I feel 4e = 1e. It's a new edition of the game, so there will be changes. I'm saying that for me, 4e seems like they took the great ideas they had in 3e about improving game play and refined them so they "feel" a lot more like the D&D I know(spent the most time with) and work a lot quicker/ are more open. It's the fact that I can sit down as a DM and hash out a "cool" adventure without having to worry about whether or not I carried the 1, yet still know that the system is done well enough that I don't have to worry about the system getting clanked. It's the 3e idea that here are certain things (like skills) that players should be able to do, and improve at doing, with the earlier idea that I still shouldn't have to spend a lot of time accounting for ALL the nitty gritty elements of the task. It's the 3e idea that players should have options and neat tricks they can mess with, but mixed with the earlier edition idea that there are some things monsters/enemies can just do... Because it makes a good fight/story. For the first time in a WHILE I feel like as DM I'm once again in control of the adventure as opposed to on a hunt for the proper design method to achieve the effect I want. [/QUOTE]
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