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In Defence of D&D: The "Good Enough" System
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<blockquote data-quote="Raith5" data-source="post: 5792824" data-attributes="member: 56051"><p>I love 4th ed but I agree with the OP.</p><p></p><p>I have played all the editions of D and D, and I think that 4th is significantly the best system I have played. Because it tried a few new things and addressed things that were (IMO) clear as daylight problems with 3rd edition (which I also think was good when I played it) - problems of the shortened adventuring day, casters being a touch too strong, boring fighters etc. </p><p></p><p>But I think the OP is right when he says that one style of play was prioritized - despite the fact that there were non-combat innovations in 4th ed - especially skill challenges and some utility powers.</p><p></p><p>But 4th ed has to be seen in the context of its time - fear of aging demographic, the lure of a market of those who play WOW and other computer games, the drive to have online play, the longing desire to be legolas. In doing so WOTC were driven by a hypothetical market rather than the existing market.</p><p></p><p>The clearest evidence that WOTC has reversed this is that existing players are involved in the design of the game (compared with 4th ed). Whehter this produces a common deminitor or baseline of play remains to be seen. As others have said, the drive for modularity enables a wider margin of error in that respect.</p></blockquote><p></p>
[QUOTE="Raith5, post: 5792824, member: 56051"] I love 4th ed but I agree with the OP. I have played all the editions of D and D, and I think that 4th is significantly the best system I have played. Because it tried a few new things and addressed things that were (IMO) clear as daylight problems with 3rd edition (which I also think was good when I played it) - problems of the shortened adventuring day, casters being a touch too strong, boring fighters etc. But I think the OP is right when he says that one style of play was prioritized - despite the fact that there were non-combat innovations in 4th ed - especially skill challenges and some utility powers. But 4th ed has to be seen in the context of its time - fear of aging demographic, the lure of a market of those who play WOW and other computer games, the drive to have online play, the longing desire to be legolas. In doing so WOTC were driven by a hypothetical market rather than the existing market. The clearest evidence that WOTC has reversed this is that existing players are involved in the design of the game (compared with 4th ed). Whehter this produces a common deminitor or baseline of play remains to be seen. As others have said, the drive for modularity enables a wider margin of error in that respect. [/QUOTE]
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