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General Tabletop Discussion
*TTRPGs General
First Edition feel with 4E rules
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<blockquote data-quote="JeffB" data-source="post: 5331927" data-attributes="member: 518"><p>It seems to me that what you expect out of the game really determines whether 4E (or 3.x, or even 2E) delivers on the "old school" feel. I've always played the game casually- in that I just don't care about all the minute details about RPGs that many hardcore gamers argue about (at least on the internet) </p><p></p><p>The key thing for me has always been the adventure- the types of scenarios, the locations (whether adventuring sites, towns, or the greater world), the interactions (combat or otherwise) with people/creatures, the traps and puzzles to figure out, and the exploration element of the game. Not the fiddly rules (or lack of) behind all of it.</p><p></p><p>However, if someone defines old/new school feel by exactly how the rules systems work, and how they interact with the world system, there will definitely be a disconnect.</p><p></p><p>IOW- If we've got 4 or 5 adventurers on a lonely road marching to the haunted keep to rescue some kidnapped locals. Or they are are laying out their plan to sneak into the Steading to deal the giants a blow they will not forget. OR they are lost in the desert and stumble upon the idols of the Lost city peaking through the sand. Or the halfling opening the door is telling his companions about how Roghan and Zelligar went off on some crusade and never returned to Quasqueton :Ultimately I'm not really concerned if they are doing it utilizing heavy resource management, skill checks, skill challenges, kits, save or die, 3d6 in order, daily powers, a one spell charlatan, a disease track, a cleric with a sword, a cleric whose religion forbids the drawing of blood, a ritual, treasure type L, treasure parcels, or any other exclusive rules bit to a particular edition- AS LONG AS- the rules don't get in the way.</p><p></p><p>Certain things may not appeal to me because they mess with my "old school world vision". Dragonborn for instance. Or Repeating crossbows. Or Magic Item shops on every corner. But those are all easily Nixed. or Noxed <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="JeffB, post: 5331927, member: 518"] It seems to me that what you expect out of the game really determines whether 4E (or 3.x, or even 2E) delivers on the "old school" feel. I've always played the game casually- in that I just don't care about all the minute details about RPGs that many hardcore gamers argue about (at least on the internet) The key thing for me has always been the adventure- the types of scenarios, the locations (whether adventuring sites, towns, or the greater world), the interactions (combat or otherwise) with people/creatures, the traps and puzzles to figure out, and the exploration element of the game. Not the fiddly rules (or lack of) behind all of it. However, if someone defines old/new school feel by exactly how the rules systems work, and how they interact with the world system, there will definitely be a disconnect. IOW- If we've got 4 or 5 adventurers on a lonely road marching to the haunted keep to rescue some kidnapped locals. Or they are are laying out their plan to sneak into the Steading to deal the giants a blow they will not forget. OR they are lost in the desert and stumble upon the idols of the Lost city peaking through the sand. Or the halfling opening the door is telling his companions about how Roghan and Zelligar went off on some crusade and never returned to Quasqueton :Ultimately I'm not really concerned if they are doing it utilizing heavy resource management, skill checks, skill challenges, kits, save or die, 3d6 in order, daily powers, a one spell charlatan, a disease track, a cleric with a sword, a cleric whose religion forbids the drawing of blood, a ritual, treasure type L, treasure parcels, or any other exclusive rules bit to a particular edition- AS LONG AS- the rules don't get in the way. Certain things may not appeal to me because they mess with my "old school world vision". Dragonborn for instance. Or Repeating crossbows. Or Magic Item shops on every corner. But those are all easily Nixed. or Noxed ;) [/QUOTE]
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