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<blockquote data-quote="Scribble" data-source="post: 3998697" data-attributes="member: 23977"><p>Well yeah... this was part of their problem, however... Since a lot of the systems weren't built with any consideration for either their effect or connection to already existing systems it was easy to mix and match... But often created unintended poor results. </p><p></p><p>I'll admit it made for a better Dragon Magazine in my opinion, but the game as a whole kind of suffered. I enjoyed it don't get me wrong, but the amount of arguments around the table was WAY higher in previous editions then it was in 3e for me at least...</p><p></p><p></p><p></p><p></p><p>Yeah... the idea was to create a system where the rules were created in a way that worked together as a whole. It did it's job. It's still possible to tinker with the system, but to keep it from becoming "unbalanced" you need to understand what you're doing. If you don't care, then tinker all you want, consequences be damned... (if it didn't matter to you in previous editions why should it matter now?)</p><p></p><p>Still I can see the point that being able to easily tailor certain thing (like monsters and how they work) should be a part of the game... hey low and behold, 4e seems to be working on this!</p><p></p><p></p><p></p><p>Not in my opinion at least. It's just opening the game up to a wider audience. Those gamers who enjoy changing the flavor (I don't like the word fluff) and making their own worlds can (and will) still do so. Changing flavor doesn't hurt the game in any way. (look how many people played Vampires as crazy evil superheros as opposed to the angst ridden pretty boys WW pushed in their flavor... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" />) But it also gives those gamers who don't want to be bothered with developing new worlds and ideas a chance to just sit down and game. Win win in my eyes.</p><p></p><p></p><p></p><p>How are they doing this? All I've seen so far are things that in my opinion promote creativity. They've stated over and over that they aren't going to fully flesh out the POL setting. Thats the kind of stuff that always gets MY mind racing... Like the loose half stories they always have in WOD stuff... My mind is always furiously filling in the gaps with adventure and story ideas. 4e I think will get more creative energy flowing then 3e ever did with its (at least in the beginning) emphasis on more crunch less flavor...</p><p></p><p></p><p></p><p>Awesome!!! Wait, D&D already had action figures... But still gimmie a Mind Flavor action figure. That would be sweet!</p></blockquote><p></p>
[QUOTE="Scribble, post: 3998697, member: 23977"] Well yeah... this was part of their problem, however... Since a lot of the systems weren't built with any consideration for either their effect or connection to already existing systems it was easy to mix and match... But often created unintended poor results. I'll admit it made for a better Dragon Magazine in my opinion, but the game as a whole kind of suffered. I enjoyed it don't get me wrong, but the amount of arguments around the table was WAY higher in previous editions then it was in 3e for me at least... Yeah... the idea was to create a system where the rules were created in a way that worked together as a whole. It did it's job. It's still possible to tinker with the system, but to keep it from becoming "unbalanced" you need to understand what you're doing. If you don't care, then tinker all you want, consequences be damned... (if it didn't matter to you in previous editions why should it matter now?) Still I can see the point that being able to easily tailor certain thing (like monsters and how they work) should be a part of the game... hey low and behold, 4e seems to be working on this! Not in my opinion at least. It's just opening the game up to a wider audience. Those gamers who enjoy changing the flavor (I don't like the word fluff) and making their own worlds can (and will) still do so. Changing flavor doesn't hurt the game in any way. (look how many people played Vampires as crazy evil superheros as opposed to the angst ridden pretty boys WW pushed in their flavor... :p) But it also gives those gamers who don't want to be bothered with developing new worlds and ideas a chance to just sit down and game. Win win in my eyes. How are they doing this? All I've seen so far are things that in my opinion promote creativity. They've stated over and over that they aren't going to fully flesh out the POL setting. Thats the kind of stuff that always gets MY mind racing... Like the loose half stories they always have in WOD stuff... My mind is always furiously filling in the gaps with adventure and story ideas. 4e I think will get more creative energy flowing then 3e ever did with its (at least in the beginning) emphasis on more crunch less flavor... Awesome!!! Wait, D&D already had action figures... But still gimmie a Mind Flavor action figure. That would be sweet! [/QUOTE]
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