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Grognard's First Take On 4e
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 4238701" data-attributes="member: 710"><p>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. </p><p></p><p></p><p>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.</p><p>The strongest identifier for something being D&D is the label on the cover, which off course is not a satisfying solution. It's a necessary element (at least it was, until Pathfinder came around, but that at least still is just one D&D edition on steroids) but it's not sufficient. </p><p></p><p>I have no experience with AD&D, OD&D, BECMI or the Rules Cyclopedia or what ever else of rules were used to define D&D. D&D started with 3E for me. I would probably not even bother to check out the older systems, since everything I hear about them make them look like inferior systems.**). And for all intents and purposes, D&D 4 still looks like D&D to me. </p><p></p><p>Asking an avid AD&D fan to use my definition of D&D to determine whether 4E is still D&D is asking a bit too much. </p><p></p><p>I am actually hard pressed to formulate my own definition of D&D. Maybe something along this:</p><p>- Pseudomedieval Fantasy</p><p>- A phletora of creatures and monsters from myths and folklore, plus an assortment of D&D-specific monsters (Beholders, Mind Flayers, many-colored Dragons)</p><p>- Dwarves, Elves, Humans, Halflings.</p><p>- Main archetypes are Fighter, Cleric, Wizard and Rogue</p><p>- Rules allows for complex tactical combat</p><p>- Mechanics focusing on dungeon exploration and fighting monsters.</p><p></p><p>*) 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...</p><p>**) Yet, for some reasons, these games could inspire thousands of roleplayers, and (if I can trust the "Is D&D 4E retro" contained some interesting design aspects or "gameplay feeling".)</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 4238701, member: 710"] 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. 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. The strongest identifier for something being D&D is the label on the cover, which off course is not a satisfying solution. It's a necessary element (at least it was, until Pathfinder came around, but that at least still is just one D&D edition on steroids) but it's not sufficient. I have no experience with AD&D, OD&D, BECMI or the Rules Cyclopedia or what ever else of rules were used to define D&D. D&D started with 3E for me. I would probably not even bother to check out the older systems, since everything I hear about them make them look like inferior systems.**). And for all intents and purposes, D&D 4 still looks like D&D to me. Asking an avid AD&D fan to use my definition of D&D to determine whether 4E is still D&D is asking a bit too much. 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. *) 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... **) Yet, for some reasons, these games could inspire thousands of roleplayers, and (if I can trust the "Is D&D 4E retro" contained some interesting design aspects or "gameplay feeling".) [/QUOTE]
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