Reynard
aka Ian Eller
From Dave Noonan's Blog:
If anything in 3E really drove me batty -- aside from the minis/battlemat problem -- it was the loss of the "challenge the players" playstyle in favor of a "challenge the build" playstyle.
Is it possible that 4E might be trying to bring back a little bit of that "1E feel"? And if so, is it enough?
I know I shouldn't get my hopes up, but damn do I want to like 4E, but still "play 1E".
And (here's a big one I've been thinking about a lot) give me a cool hazard/obstacle that tests both the characters and the players--something you've got to think your way through. Especially if it's something we can put under time pressure or dudes-are-shooting-at-us pressure, that's solid gold. I want the player thinking to be organic--none of this "you must solve this sudoku to get through the door" stuff.
If anything in 3E really drove me batty -- aside from the minis/battlemat problem -- it was the loss of the "challenge the players" playstyle in favor of a "challenge the build" playstyle.
Is it possible that 4E might be trying to bring back a little bit of that "1E feel"? And if so, is it enough?
I know I shouldn't get my hopes up, but damn do I want to like 4E, but still "play 1E".