Evilusion said:While I can not completely agree with Steel Wind on all his thoughts. I will say this. The more I read about 4th edition (trying to keep a open mind here) the more it sounds like rolemaster to me. So Steel I would say this, switch now and start have some fun again.
Steel_Wind said:Thieves World... Yes. Definitely meets the grim n gritty test, but the nature of it is very urban. Truth is, I've never been overly enamoured with an urban focused campaign. Some city adventures? Sure. ALL City adventures? Uhmmm... no thanks.
Steel_Wind said:But the idea of fight - rest heal - fight - rest heal - fight. DIE. Reload. is not an element of computer gaming that I think leads to overall superior game play in a PnP game. At least - it does not for me.
I know it's just fine for a lot of people. I'm just not one of them.
From 1983 to December of 2005, I never allowed a person to be raised from the dead in any campaign I ever ran. There were hiatuses from gaming in that 23 year period - probably enough for ... 9 or 10 years of hiatuses I guess, overall.
Still - 13 or 14 years of gaming and not one raise dead or resurrection ever did not seem to cause any players to leave from my table. It's MORE than doable. You pull punches here and there to be sure - but players adjust quite quickly to permanent death. They play in a way which does not court it quite so much - and which prepares to stave it off with much more vigor, discipline and creativity.
In the end, the players think more and prepare more. They rely upon game mechanics less to preserve their lives. It makes for a superior game overall if everyone is accepting of it. But a lot of people are not accepting of it - and for them - it just won't work.
Agamon said:I agree on you with the dying part though. This was the subject of a different thread recently, as I recall, but, while I like the threat of death, I don't like it to be common, especially when that's supposed to be balanced out by the availability of resurrection magic. I think I get more pissed when a PC dies in one of my games than the player does. It messes with the groove of the game, and more often than not, the verisimilitude of the campaign. It's telling when losing one's items is a much more horrible situation for a PC than dying. This part of D&D, I could sure do without.
Steel_Wind said:I don't know why you would say that
Steel_Wind said:As for Rolemaster style combat, criticals, bleeding and complex stun for x rnds?? Nah. I don't see it. It's VERY heavy to run without player assistance (or computer automation, which would make ita no brainer but which ICE has always rejected as they can't figure out a way to make money on it).

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.