HeavenShallBurn
First Post
I stand by the statement 4e is like they took a GURPS style point buy system and filed off the point values. Using limited power slots instead of points for balanceLacyon said:
I stand by the statement 4e is like they took a GURPS style point buy system and filed off the point values. Using limited power slots instead of points for balanceLacyon said:
I worried a bit about the same, especially if I wanted to take the position of a newbie not familiar with D&D or possibly roleplaying at all. Playing a Fighter is pretty simple... off course, I think that actually is not true in 3E. At higher levels, he might be ineffective, but that's hardly good for a newbie.Brown Jenkin said:My biggest concern as well is the leveling of all the classes in terms of complexity. Right now I am playing a Fighter because it is simple, I don't have to do much but stand there and hit things and it is fun when I am in the mood for that. In the past I have also played spellcasters and my next character will likely be a Wizard because I am looking forward to that level of complexity again. Both types of play are fun for me but rely on different mindsets. I am not really interested in a system where everyone is forced to play at higher level of tactics and complexity to be successful. To me that would get draining in even the medium run and force me out of D&D altogether and into either a different RPG system or out of RPGs for awhile.
HeavenShallBurn said:I stand by the statement 4e is like they took a GURPS style point buy system and filed off the point values. Using limited power slots instead of points for balance
HeavenShallBurn said:I stand by the statement 4e is like they took a GURPS style point buy system and filed off the point values. Using limited power slots instead of points for balance
As an intro, KotS is definitely superior, but as Crothian notes, Sunless Citadel was not designed as such. KotS is sprinkled with a few pages of good newbie DM advice, along with some sidebars giving you tips on how to deal with some monster abilities.malraux said:For those familiar with it, how does the adventure of KotS compare with Sunless Citadel? Not in terms of production values, but in terms of giving a good adventure while introducing the rules?
I and some of my group have found this to already be the case with 3.x. We've talked about how it feels like a generic D20 fantasy game rather than D&D. I'm looking forward to 4e. I don't know that it will be the game I want to run and play, but I know that 3.x definitely is not.HeavenShallBurn said:I was talking about the feel, the feel of the game is very different from every previous edition. Different enough that it just doesn't feel like the same game to me anymore. Not everybody will feel the same, but for me it just isn't D&D anymore.
I* always thought of the magical item system in 3E was like a latched on point-buy system to a level based system. 4E seems to do it more the other way around.HeavenShallBurn said:I stand by the statement 4e is like they took a GURPS style point buy system and filed off the point values. Using limited power slots instead of points for balance
I have come to the conclusion that "It's not D&D" or "still feels like D&D" has little meaning without knowing the persons definition of what constitutes D&D. There is universal, objective truth of what D&D is (if there is, we'd certainly have to ask diaglo). There are a lot of common elements that can be part of D&D, and a subset of them must be part of it, but the subset is not exhaustive enough to describe something that can uniquely describe D&D.I and some of my group have found this to already be the case with 3.x. We've talked about how it feels like a generic D20 fantasy game rather than D&D. I'm looking forward to 4e. I don't know that it will be the game I want to run and play, but I know that 3.x definitely is not.
Mustrum_Ridcully said:- Rules allows for complex tactical combat
Mustrum_Ridcully said:I* always thought of the magical item system in 3E was like a latched on point-buy system to a level based system. 4E seems to do it more the other way around.
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*) rather: Other smart minds made me understand this. I believe it was actually Monte Cook that wrote that in a blog where I read it first...
Mustrum_Ridcully said:I am actually hard pressed to formulate my own definition of D&D. Maybe something along this:
- Pseudomedieval Fantasy
- A phletora of creatures and monsters from myths and folklore, plus an assortment of D&D-specific monsters (Beholders, Mind Flayers, many-colored Dragons)
- Dwarves, Elves, Humans, Halflings.
- Main archetypes are Fighter, Cleric, Wizard and Rogue
- Rules allows for complex tactical combat
- Mechanics focusing on dungeon exploration and fighting monsters.

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