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How Important is Magic to Dungeons and Dragons? - Third Edition vs Fourth Edition
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<blockquote data-quote="fanboy2000" data-source="post: 4771122" data-attributes="member: 19998"><p>I don't know about you, but for me it's the power system. I don't think 4e is "too magic" but I do feel like the power system lends itself to that. I also think the power system is almost too unwieldy. </p><p></p><p>But I've ran a 4e game for several months now (my second one, but my first since I moved to San Diego) and I really like it. I think my personal unease comes from the fact that this is the first edition of D&D to really embrace an exception based rules system. D&D has always had a kind of exception based structure, but a lot of it was hidden under special rules that supposedly worked for anyone, but in reality only worked under very special (i.e. exceptional) circumstances. The rules for etherealness in 3.x come to mind.</p><p></p><p>The advantage of the exception base rules is that it allows classes to have separate and distinct abilities using a common rules system. This is in contrast having several separate subsystems that supposedly anyone can access but again, in reality, PCs specialized in one rule subsystem sometimes to the exclusion of others.</p><p></p><p>The disadvantage is that each class has it's own separate powers or list of exceptions. Each class re-invents the wheel with it's own at-wills and such, thus leading to unweildness. (Is that a word?)</p><p></p><p>The advantage of have one set of rules with several sub-systems is that new flavors of classes can be created simply by changes how they access the subsystem. Also, a smaller number of exceptions is built into each class. </p><p></p><p>The disadvantage of several sub-systems is that often one class access that subsystem very well and the other either don't access it at all or do so poorly. In an exception based rules system, there simply needs to be a way for a class access that particular exception or exceptions to combine concepts and ideas.</p><p></p><p>Just my thoughts, I've kept the only six 3.5 I'll ever need for any such occasion where a person may wish play that game with me.</p></blockquote><p></p>
[QUOTE="fanboy2000, post: 4771122, member: 19998"] I don't know about you, but for me it's the power system. I don't think 4e is "too magic" but I do feel like the power system lends itself to that. I also think the power system is almost too unwieldy. But I've ran a 4e game for several months now (my second one, but my first since I moved to San Diego) and I really like it. I think my personal unease comes from the fact that this is the first edition of D&D to really embrace an exception based rules system. D&D has always had a kind of exception based structure, but a lot of it was hidden under special rules that supposedly worked for anyone, but in reality only worked under very special (i.e. exceptional) circumstances. The rules for etherealness in 3.x come to mind. The advantage of the exception base rules is that it allows classes to have separate and distinct abilities using a common rules system. This is in contrast having several separate subsystems that supposedly anyone can access but again, in reality, PCs specialized in one rule subsystem sometimes to the exclusion of others. The disadvantage is that each class has it's own separate powers or list of exceptions. Each class re-invents the wheel with it's own at-wills and such, thus leading to unweildness. (Is that a word?) The advantage of have one set of rules with several sub-systems is that new flavors of classes can be created simply by changes how they access the subsystem. Also, a smaller number of exceptions is built into each class. The disadvantage of several sub-systems is that often one class access that subsystem very well and the other either don't access it at all or do so poorly. In an exception based rules system, there simply needs to be a way for a class access that particular exception or exceptions to combine concepts and ideas. Just my thoughts, I've kept the only six 3.5 I'll ever need for any such occasion where a person may wish play that game with me. [/QUOTE]
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How Important is Magic to Dungeons and Dragons? - Third Edition vs Fourth Edition
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