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Hasbro selling D&D IP?
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<blockquote data-quote="Staffan" data-source="post: 9255582" data-attributes="member: 907"><p>I believe this was the main reason Peter Adkison quit, or at least the final straw. From what I understand, he was adamantly against selling off video game rights to D&D, but overruled by higher-ups within Hasbro.</p><p></p><p></p><p>Also the Pokemon TCG, which was making them <strong>mad</strong> money at the time. I believe this has been cited as a big reason why Wizards sold to Hasbro. Basically, many of the people who got in on the ground floor with Wizards were paid in stock. Some of these saw the ridiculous amounts of money the company made from Pokemon and figured that wasn't likely to last, and figured this would be the time to cash out. But since the company wasn't publicly traded, there was no convenient way to do so, so they told Adkison that he needed to either take the company public or find a buyer. And since Adkison had nowhere near a controlling interest in the company (because of bad calls when forming it), he had to go along with that.</p><p></p><p></p><p>I think there are two main differences with 4e roles compared to earlier editions.</p><ol> <li data-xf-list-type="ol">"Defender" became a recognized role, much like the WoW tank, with abilities dedicated to "keeping aggro" and being able to withstand damage. Sure, pre-4e fighters and paladins (mainly) could rock a great AC and had plenty of hit points, but generally didn't have any "You wanna fight, fight ME" abilities. Late 3e experimented a little with such abilities, but those were mostly precursors to 4e.</li> <li data-xf-list-type="ol">Classes were designed role-first. Previous editions had fighters, wizards, clerics, and thieves/rogues as "archetypes", and other classes could often be described as "a little of X and a little of Y" (e.g. the druid being "sort of like a cleric but with less healing and more boom-boom"), but whatever roles they fulfilled was something that happened organically if at all. So a group might have a barbarian instead of a fighter, but the barbarian can't soak damage anywhere near as good as a fighter so the group will overall be worse off. In 4e, the Warden is designated as a primal defender, so they can (in theory) fill the same role as a fighter, just doing things a little differently.</li> </ol><p>That said, you are completely right when you say that roles were not what Wizards execs had in mind when they were talking about turning D&D into WoW, but rather the subscription model.</p></blockquote><p></p>
[QUOTE="Staffan, post: 9255582, member: 907"] I believe this was the main reason Peter Adkison quit, or at least the final straw. From what I understand, he was adamantly against selling off video game rights to D&D, but overruled by higher-ups within Hasbro. Also the Pokemon TCG, which was making them [B]mad[/B] money at the time. I believe this has been cited as a big reason why Wizards sold to Hasbro. Basically, many of the people who got in on the ground floor with Wizards were paid in stock. Some of these saw the ridiculous amounts of money the company made from Pokemon and figured that wasn't likely to last, and figured this would be the time to cash out. But since the company wasn't publicly traded, there was no convenient way to do so, so they told Adkison that he needed to either take the company public or find a buyer. And since Adkison had nowhere near a controlling interest in the company (because of bad calls when forming it), he had to go along with that. I think there are two main differences with 4e roles compared to earlier editions. [LIST=1] [*]"Defender" became a recognized role, much like the WoW tank, with abilities dedicated to "keeping aggro" and being able to withstand damage. Sure, pre-4e fighters and paladins (mainly) could rock a great AC and had plenty of hit points, but generally didn't have any "You wanna fight, fight ME" abilities. Late 3e experimented a little with such abilities, but those were mostly precursors to 4e. [*]Classes were designed role-first. Previous editions had fighters, wizards, clerics, and thieves/rogues as "archetypes", and other classes could often be described as "a little of X and a little of Y" (e.g. the druid being "sort of like a cleric but with less healing and more boom-boom"), but whatever roles they fulfilled was something that happened organically if at all. So a group might have a barbarian instead of a fighter, but the barbarian can't soak damage anywhere near as good as a fighter so the group will overall be worse off. In 4e, the Warden is designated as a primal defender, so they can (in theory) fill the same role as a fighter, just doing things a little differently. [/LIST] That said, you are completely right when you say that roles were not what Wizards execs had in mind when they were talking about turning D&D into WoW, but rather the subscription model. [/QUOTE]
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