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Forked Thread: Rate WotC as a company: 4e Complete?
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<blockquote data-quote="DanChops" data-source="post: 4391013" data-attributes="member: 48840"><p>More substantive response:</p><p> </p><p>I think that there are two different aspects of "completeness" that are being discussed here. One aspect has to do with the system itself - does the game provide the structure and rules necessary to play? The answer to this is, to me at least, clearly yes. You won't need to purchase later PHBs or DMGs in order to play the game; the three core books that we have now are sufficient to run an enjoyable game.</p><p> </p><p>The other aspect has to do with options - are the options presented in the first three core books sufficient to run any sort of fantasy game that one would want? Or even, are they sufficient to duplicate the fantasy game experience offered by previous editions of D&D? The answer to this is, to me at least, clearly no. There are a variety of fantasy experiences that the current 4E rules don't provide options for. (A clear example of this is a nature-themed campaign. We currently have two classes, the ranger and the feylock, that are at all nature themed. It would take some serious re-fluffing of the other classes to make them really fit in to a nature-themed game.)</p><p> </p><p>Now, in my view, this is a wonderful thing, for exactly the reasons that you suggest. The system works great. Sure, there are a few odd balls (skill challenges, I'm looking at you) but by and large the game is very playable and runs very smoothly. This provides the game designers with the opportunity to add content to the future core books that provide additional options without, as you put it, making the game system wonky and bloated. Hopefully, they succeed with this.</p></blockquote><p></p>
[QUOTE="DanChops, post: 4391013, member: 48840"] More substantive response: I think that there are two different aspects of "completeness" that are being discussed here. One aspect has to do with the system itself - does the game provide the structure and rules necessary to play? The answer to this is, to me at least, clearly yes. You won't need to purchase later PHBs or DMGs in order to play the game; the three core books that we have now are sufficient to run an enjoyable game. The other aspect has to do with options - are the options presented in the first three core books sufficient to run any sort of fantasy game that one would want? Or even, are they sufficient to duplicate the fantasy game experience offered by previous editions of D&D? The answer to this is, to me at least, clearly no. There are a variety of fantasy experiences that the current 4E rules don't provide options for. (A clear example of this is a nature-themed campaign. We currently have two classes, the ranger and the feylock, that are at all nature themed. It would take some serious re-fluffing of the other classes to make them really fit in to a nature-themed game.) Now, in my view, this is a wonderful thing, for exactly the reasons that you suggest. The system works great. Sure, there are a few odd balls (skill challenges, I'm looking at you) but by and large the game is very playable and runs very smoothly. This provides the game designers with the opportunity to add content to the future core books that provide additional options without, as you put it, making the game system wonky and bloated. Hopefully, they succeed with this. [/QUOTE]
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