I'm A Banana
Potassium-Rich
I think you're right, but I think it's also labeled "don't take this."
Ah, sure. IIRC, the Evil alignments in 3e were also pretty explicitly labeled that way, too: "This is the worst alignment because XYZ."
I think you're right, but I think it's also labeled "don't take this."
Emphasis mine. At the risk of coming this side of edition-warring:
I've had a horrible sinking theory since 2008 that 4e was a reaction to trying to close the barn doors that the OGL left wide open. So much of the game seemed different-for-differents-sake that it felt like someone overlooking things kept telling people to "change it up" and re-invent the wheel. Look at just some of the things we saw change:
1.) Alignment. While early O/BD&D did use the three-alignment system, most of D&D 1977-2007 used the nine-alignment grid that was common parlance among gamers. We might debate the finer points of what Lawful Good behavior IS, but no one could ignore the fact LG was recognizable. Changing that robbed its special symmetry.
2.) The Planes. I admit, I like 4e's cosmology, esp the feywild. However, The Great Wheel was again 30 years old at that time and had survived rebranding (Baator, Mechanus, Arborea) before. 4e's cosmology tossed much of that into the dumpster, only to slowly bring it back anyway in the form of Astral Realms anyway.
3.) Monster naming: Many monsters got descriptive adjectives added to them. Mostly, this was to distinguish them from monsters of the same type but different level/stats, but it also did create non-OGL variants of rather mundane monsters, like giant scorpions, wights, or kobolds.
4.) Tightening of Equipment to Archetype: In 2008-9, rogue were pretty much limited short blades and crossbows with leather armor by their powers, creating a distinct "image" of a D&D rogue. That makes it easy to produce art, minis, etc when you know a rogue is going to have a crossbow and daggers, a ranger has a longbow and two swords, a paladin wears plate while a fighter is in scale, a wizard has an orb or a staff, etc.
5.) Initial Offerings: 4e was the first edition of D&D since Basic that didn't begin with a druid, bard, or gnome in the PHB. It instead added the IP-locked Warlord and Warlock, as well as the Dragonborn and Eladrin (both not in the 3e SRD) to the mix. Even tieflings (OGL thanks to the Monster Manual) got a revised origin, abilities, and unified look (easier to make minis, art, etc).
6.) Power Names: Yeah, a few iconics (Magic Missile, Fireball, Sleep, Cure Light Wounds) reappeared in the PHB as selectable powers, but a goodly chunk of powers were new names. Some of this was necessity (rogues and fighters didn't have powers, new names were required) but due to the nature of the power system and siloing of spells into rituals, it was very common to see wizards and clerics (not to mention druids, sorcerers, and bards) never learn-nor-cast a single "spell" from 3e in favor of all new powers, spells, and variants.
I used to say 4e didn't feel like D&D, but I sometimes think that was an intended effect. It wasn't supposed to feel like 1e/2e/3e, it was just borrowing some of its concepts and dressing. I think part of it was designed to create a "new" D&D that wasn't open like 3e's OGL. (Indeed, the 4e license shows how much they wanted to keep it in house). Doing that would require new races, classes, spells, monsters, places and terminology. So 4e went back and reinvented the wheel on things to create the "new stories" that Paizo, Goodman, or anyone else couldn't recreate with the SRD.
Incidentally, when Essentials came out I think the tide had shifted and they had opted to "embrace" the traditions of old rather than continue building new (or rebuilding). Tonally, it shares more in common with Next's "Old with a modern twist" than 4e's "Rebuilt from the Ground Up" approach.
No, it's not exclusionary but if we are being that broad then there ARE no new stories, ever.
I think they mean "new stories" in terms of the very specific details of those stories.
It's likely this story is actually one that can't be run in 4e at all. Demons want to destroy the universe in 4e. It's unlikely that they'd spend their time cultivating relationships of any kind.
But the kind of things you'd see in the Abyss and Hell would be completely different in the 2 editions given they are very different places. Also, you might be willing to take the risk given that there is no particular dislike between demons and devils in 4e but you might not want to involve yourself in the Blood War. They'd be different stories in the 2 editions: The reasons to go on the quests would be different, the places you'd visit would be different and it's likely your interactions with the creatures would be different.
That example is just too similar in the two editions. Let's say a story about attempting to find a Elemental Gem created by the Primordials during their war against the Gods. It is now in the elemental chaos in an ice fortress with lava running through it guarded by elementals of all 4 varieties. The fortress can be reached by walking. It isn't environmentally dangerous to the PCs.
That story would be difficult, if not impossible to run in previous editions. The old elemental planes don't really allow that as an option. The reason the planes are different is because the alignments are different so the planes no longer need to be tied to them.
Yes, but you can't run the story where one member Galactic Senate on Coruscant can't seem to get off the planet without coming up with a LOT of convoluted reasons why there are no starships around. Yes, MANY stories can be told. But some cannot. That's fine. Restrictions often cause some of the best creativity. However, if you want to open it up to entirely new stories something changing the restrictions helps.
Yeah, I believe it's true for 1e, 2e, 3e, and 3.5e. Though I could be wrong about 1e and 2e. It's been a while. I do remember 2e having some way to detect powerful as opposed to weak evil creatures.
I'm suspicious whenever marketing is giving R&D (which is what the designers are) their marching orders. It seems like there's something remarkably backwards about the business model when that happens. Rather than making a valuable product and preparing it well for the most receptive market, they're concerned with finding a receptive market and making a product that (might?) meet that market's needs. Re-branding influencing game design speaks to some severely mis-aligned priorities in management, I think.
For example:
"So, the king's new wife is secretly a succubus. She's controlling him. Wait, I can't do that. The king's best friend is a Paladin so he'd be able to detect that the queen was evil. But wait, maybe the succubus has a magic item of some sort that masks her alignment."
Ah, sure. IIRC, the Evil alignments in 3e were also pretty explicitly labeled that way, too: "This is the worst alignment because XYZ."
This is true for more recent editions (e.g. 3E). I'm not sure how true that is for the older ones (my books are at home).
Too bad, as I thought the 4e alignment system was superior to the lame 9 alignment grid. Especially the addition of 'unaligned' as an option; that was a long overdue innovation. I've always felt that the 9 alignment system was too much of trying to force everything into various buckets that either weren't fine grained enough for what they were trying to do, or too fine grained for little benefit they gave to the game. The fact that the whole planes structure and multi-universe seemed to blindly follow the alignment structure to a large degree didn't help matters much either.