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I guess I really do prefer simplicity
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<blockquote data-quote="rounser" data-source="post: 4977757" data-attributes="member: 1106"><p>A few observations:</p><p></p><ul> <li data-xf-list-type="ul">The AD&D/BECMI Fighter is the "gambler's class", in that no other class rolls the d20 or the damage die more. This can retain interest, especially when combined with collecting magic items to power that up. Raid Encyclopedia Magica for powerups, or include Weapon Mastery or AD&D's specialisations.<br /> </li> <li data-xf-list-type="ul">I believe that recent editions of the game have moved the focus from the adventure, worldbuilding and campaign arcs to powering up PCs, to the detriment of the game as a whole. When combat plays fast, you can get through more adventure. When the focus of the game becomes tactical combat, D&D is inevitably trumped by computers. It boggles me a bit that 4E didn't play to the PnP's strengths, rather than try and take on the computers on their own turf.<br /> </li> <li data-xf-list-type="ul">The payoff of feats and special maneuvers is having to use miniatures and battlemaps, which, when combined with the inevitable delays required for tactical decision making turns D&D into a chess combat game, rather than a campaign game. There simply isn't enough time to do a campaign of the scope that BECMI or AD&D can manage in 4E, IMO. <br /> </li> <li data-xf-list-type="ul">There are obvious commercial reasons to force miniatures and a desire for further splat into the game: Keep the suckers buying. I'm sure WOTC could release something simple and self-contained that encouraged players to build their own material, but that's obviously not in the company's best interests. The splat model will inevitably create edition burnout, so I don't see the point in following them along for the ride. By the time you "have all you need", you won't want it, because the result will be an unbalanced labyrinthine mess.</li> </ul></blockquote><p></p>
[QUOTE="rounser, post: 4977757, member: 1106"] A few observations: [LIST][*]The AD&D/BECMI Fighter is the "gambler's class", in that no other class rolls the d20 or the damage die more. This can retain interest, especially when combined with collecting magic items to power that up. Raid Encyclopedia Magica for powerups, or include Weapon Mastery or AD&D's specialisations. [*]I believe that recent editions of the game have moved the focus from the adventure, worldbuilding and campaign arcs to powering up PCs, to the detriment of the game as a whole. When combat plays fast, you can get through more adventure. When the focus of the game becomes tactical combat, D&D is inevitably trumped by computers. It boggles me a bit that 4E didn't play to the PnP's strengths, rather than try and take on the computers on their own turf. [*]The payoff of feats and special maneuvers is having to use miniatures and battlemaps, which, when combined with the inevitable delays required for tactical decision making turns D&D into a chess combat game, rather than a campaign game. There simply isn't enough time to do a campaign of the scope that BECMI or AD&D can manage in 4E, IMO. [*]There are obvious commercial reasons to force miniatures and a desire for further splat into the game: Keep the suckers buying. I'm sure WOTC could release something simple and self-contained that encouraged players to build their own material, but that's obviously not in the company's best interests. The splat model will inevitably create edition burnout, so I don't see the point in following them along for the ride. By the time you "have all you need", you won't want it, because the result will be an unbalanced labyrinthine mess. [/LIST] [/QUOTE]
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