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Does 4e limit the scope of campaigns?
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<blockquote data-quote="Thasmodious" data-source="post: 4667983" data-attributes="member: 63272"><p>Again, I think this is very short sighted. The design intent has been simply and repeatedly stated by the designers. The early core is focused on providing strong, balanced gameplay for the core of D&D gaming. The core book sequels and campaign settings will expand gameplay. It doesn't work to give a nod or two to different styles in the core books, because many see that as a core part of the game, when its usually just a single nod or two - here's some clunky firearms rules in the equipment section, people like guns, oh and here's some psionics, over here is an inadequate system to craft things using skills...</p><p></p><p>To me, it's sound design to start from a strong, balanced core and expand outwards, rather than try to create a mish-mash of subsystems to emulate a dozen different playstyles. If you've used D&D in the past to play games that are very far from the core of D&D gameplay, which has always been the same, then you are used to tweaking (and are not, for some reason, interested in game systems build for that kind of play that likely do it better). 4e is easier to tweak than previous editions because you are starting from a much stronger, more stable ruleset. It is easy to add on the things you need to suit your playstyle.</p></blockquote><p></p>
[QUOTE="Thasmodious, post: 4667983, member: 63272"] Again, I think this is very short sighted. The design intent has been simply and repeatedly stated by the designers. The early core is focused on providing strong, balanced gameplay for the core of D&D gaming. The core book sequels and campaign settings will expand gameplay. It doesn't work to give a nod or two to different styles in the core books, because many see that as a core part of the game, when its usually just a single nod or two - here's some clunky firearms rules in the equipment section, people like guns, oh and here's some psionics, over here is an inadequate system to craft things using skills... To me, it's sound design to start from a strong, balanced core and expand outwards, rather than try to create a mish-mash of subsystems to emulate a dozen different playstyles. If you've used D&D in the past to play games that are very far from the core of D&D gameplay, which has always been the same, then you are used to tweaking (and are not, for some reason, interested in game systems build for that kind of play that likely do it better). 4e is easier to tweak than previous editions because you are starting from a much stronger, more stable ruleset. It is easy to add on the things you need to suit your playstyle. [/QUOTE]
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