I guess I'm one of those grognards who'll say "it just doesn't feel like D&D to me."
When it was released, my group scoffed at it and made it the butt of many jokes. It was the poster child of everything we considered was going wrong with "modern D&D."
I would say it was because we were already set in our ways and preferences when it was released, but then again we also made fun of Spelljammer for the same reasons.
If others like it, that's great. But here's why it has never appealed to me:
When it was released, my group scoffed at it and made it the butt of many jokes. It was the poster child of everything we considered was going wrong with "modern D&D."
I would say it was because we were already set in our ways and preferences when it was released, but then again we also made fun of Spelljammer for the same reasons.
If others like it, that's great. But here's why it has never appealed to me:
- I'm not big on the "dungeon punk" design.
- The technology takes away from the wonder of magic.
- It was built to support 3.5 and shows that - and 3.5 happens to be my least favorite edition of D&D. I'm still sick of it - despite having not touched the system in close to a decade.
- The world is so "weird" that you can't easily port adventures or standard fantasy to it.
- The selling point of "it's basically post-WWI" is inaccurate.
- It's never been properly supported with adventure content - I have no idea how to run the thing.