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<blockquote data-quote="Celtavian" data-source="post: 3885194" data-attributes="member: 5834"><p><strong>re</strong></p><p></p><p></p><p></p><p>I read that. I'm happy they did away with it.</p><p></p><p></p><p></p><p>By design a video game is too narrow to allow for much of a story element. I've played a <em>Everquest</em> and <em>World of Warcraft</em> as well as <em>Neverwinter Nights</em> and <em>Baldur's Gate</em>. They all lacked what DnD gave me. That was because the world by virtue of being a video game was too rigid. You could not think outside the box and decide to do actions contrary to the rules of the video game world.</p><p></p><p>DnD has never felt that way. The rule set has always been fast and loose, more like guidelines. A DM could usually figure out a rule to apply to just about any situation. I hope the fluidity of the rules is maintained in the new edition. I also hope they were able to maintain the fluidity of the magic and combat system. </p><p></p><p>You could build all types of wizards and warriors in the third edition system. Though some paths may be more popular than others, you could still play with classes and feats to build the type of concept you wanted. I very much like the ability to play different concepts. As an example, I made a non-monk Ranger/Cleric who worshipped Shaundakul and could run like the wind. Maybe a waste of feats to most, but I liked the concept. I don't want an overly rigid rule set in fourth edition that turns everything into a damage fest.</p><p></p><p>From what I've read, it sounds like that is the way they are going. I'm still unhappy with the change to the <em>hold</em> and <em>sleep</em>, and <em>darkness</em> (or should i call them shadow now) spells. I thought Andy Collin's changes were pathetic and his reason was even more pathetic. Collin's changes to those spells made them a rarity (basically never) in my campaign, especially the <em>darkness</em> and <em>sleep</em> spells. The <em>hold</em> spells dropped in use as well. </p><p></p><p>With the removal of all save or die spells, it seems that the game is becoming a heavy dice rolling damage fest. Not only will the melee be focused on damage dealing, but now so will the casters. No save or die. No spells that allow for the control of opponents. Spells that move people into flanks not because it's good story, but because it's good mechanics. </p><p></p><p>I'm going to give it a read. I've been playing DnD for twenty years. I'm hope the elements that brought me to the game remain. I hope I can still tell a good story using the fourth edition rules. I'm still not sure I'll be satisfied if their magic system has turned into a damage fest or their control spell system is nothing more than short-term crowd control akin to MMORPGs.</p><p></p><p></p><p></p><p>If I didn't want some rules, I wouldn't even buy the books. I'd engage in joint story telling with friends. I do want rules that are more guidelines. I want rules that are fluid so they can be adapted to a variety of situations. I also want lots of options to build a character. I liked that about third edition. Rigid rulesets are for video games that have a coded game engine that is the same for every player, fluid rule sets are better for pen and paper where the imagination is your game engine and can differ from person to person.</p></blockquote><p></p>
[QUOTE="Celtavian, post: 3885194, member: 5834"] [b]re[/b] I read that. I'm happy they did away with it. By design a video game is too narrow to allow for much of a story element. I've played a [i]Everquest[/i] and [i]World of Warcraft[/i] as well as [i]Neverwinter Nights[/i] and [i]Baldur's Gate[/i]. They all lacked what DnD gave me. That was because the world by virtue of being a video game was too rigid. You could not think outside the box and decide to do actions contrary to the rules of the video game world. DnD has never felt that way. The rule set has always been fast and loose, more like guidelines. A DM could usually figure out a rule to apply to just about any situation. I hope the fluidity of the rules is maintained in the new edition. I also hope they were able to maintain the fluidity of the magic and combat system. You could build all types of wizards and warriors in the third edition system. Though some paths may be more popular than others, you could still play with classes and feats to build the type of concept you wanted. I very much like the ability to play different concepts. As an example, I made a non-monk Ranger/Cleric who worshipped Shaundakul and could run like the wind. Maybe a waste of feats to most, but I liked the concept. I don't want an overly rigid rule set in fourth edition that turns everything into a damage fest. From what I've read, it sounds like that is the way they are going. I'm still unhappy with the change to the [i]hold[/i] and [i]sleep[/i], and [i]darkness[/i] (or should i call them shadow now) spells. I thought Andy Collin's changes were pathetic and his reason was even more pathetic. Collin's changes to those spells made them a rarity (basically never) in my campaign, especially the [i]darkness[/i] and [i]sleep[/i] spells. The [i]hold[/i] spells dropped in use as well. With the removal of all save or die spells, it seems that the game is becoming a heavy dice rolling damage fest. Not only will the melee be focused on damage dealing, but now so will the casters. No save or die. No spells that allow for the control of opponents. Spells that move people into flanks not because it's good story, but because it's good mechanics. I'm going to give it a read. I've been playing DnD for twenty years. I'm hope the elements that brought me to the game remain. I hope I can still tell a good story using the fourth edition rules. I'm still not sure I'll be satisfied if their magic system has turned into a damage fest or their control spell system is nothing more than short-term crowd control akin to MMORPGs. If I didn't want some rules, I wouldn't even buy the books. I'd engage in joint story telling with friends. I do want rules that are more guidelines. I want rules that are fluid so they can be adapted to a variety of situations. I also want lots of options to build a character. I liked that about third edition. Rigid rulesets are for video games that have a coded game engine that is the same for every player, fluid rule sets are better for pen and paper where the imagination is your game engine and can differ from person to person. [/QUOTE]
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