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*TTRPGs General
Falling off the 4ed bandwagon
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<blockquote data-quote="Verdande" data-source="post: 5046216" data-attributes="member: 69093"><p>I understand your pain. I, too, was excited by 4e for a good long while. Matter of fact, I picked up the Player's Guide and then, shortly thereafter, the other two books as well. I loved the little details, the smoothing over of the entire game, the way that suddenly everything made sense and fit into the game world, unlike that unholy abomination 3e, where the basic game world didn't make sense and it tried to have a flavor that didn't fit the game rules, and all of that niceness. </p><p></p><p>The thing I didn't like, though, was that I play rules-light games where I make things up and use DM Fiat like it's going out of style. I make up enemies off the top of my head and also magic items and enemies, and it actually felt like 4e was against that sort of thing. </p><p></p><p>My solution, honestly, was to get into retro-clone gaming. It takes a modern sensibility and applies it to the fast-and-loose rules of the earlier era. Most people that I play, for example, Labyrinth Lord with like the fact that there are so few rules and special abilities and all of this crazy-ass stat-tracking that we can sit down, whip up a character in fifteen minutes, and have slain a dungeon full of orcs and stirges and zombies where we spent a good two hours making characters in 3e and 4e. </p><p></p><p>In a nutshell- if you like homebrewing, sandbox play, and the old-school feel go for a retroclone. I did, and I don't regret it.</p></blockquote><p></p>
[QUOTE="Verdande, post: 5046216, member: 69093"] I understand your pain. I, too, was excited by 4e for a good long while. Matter of fact, I picked up the Player's Guide and then, shortly thereafter, the other two books as well. I loved the little details, the smoothing over of the entire game, the way that suddenly everything made sense and fit into the game world, unlike that unholy abomination 3e, where the basic game world didn't make sense and it tried to have a flavor that didn't fit the game rules, and all of that niceness. The thing I didn't like, though, was that I play rules-light games where I make things up and use DM Fiat like it's going out of style. I make up enemies off the top of my head and also magic items and enemies, and it actually felt like 4e was against that sort of thing. My solution, honestly, was to get into retro-clone gaming. It takes a modern sensibility and applies it to the fast-and-loose rules of the earlier era. Most people that I play, for example, Labyrinth Lord with like the fact that there are so few rules and special abilities and all of this crazy-ass stat-tracking that we can sit down, whip up a character in fifteen minutes, and have slain a dungeon full of orcs and stirges and zombies where we spent a good two hours making characters in 3e and 4e. In a nutshell- if you like homebrewing, sandbox play, and the old-school feel go for a retroclone. I did, and I don't regret it. [/QUOTE]
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Falling off the 4ed bandwagon
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