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D&D Older Editions, OSR, & D&D Variants
Is 4E doing it for you?
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<blockquote data-quote="Raven Crowking" data-source="post: 4488750" data-attributes="member: 18280"><p>A system can be mechanically simple, IMHO, and yet offer a whole range of possibilities within play. Mechanical simplicity =/= simplicity in terms of what can be done at the table. It is quite possible to have a system that, although itself composed of simple rules, allows for complex decisions to be made.</p><p></p><p>As an easy example, 3e grapple is overly complex in order to allow for complex decisions to be made; 4e grapple is simple, but doesn't take into account obvious things that a real-world grapple would entail. I believe that it is possible to have a system that is both simple (ala 4e) and allows for complex results (ala 3e).</p><p></p><p>There are a lot of good things about 4e. Simpler stat blocks is definitely among them. IMHO, the longest time spent in adventure/world creation should be deciding upon the "story elements", not figuring out how to translate them into game mechanics. However, I don't believe that this means you must limit your story elements as much as, IMHO, 4e does (at least at this point), nor that you have to sacrifice verisimilitude in order to have a game that is fast-playing and fun.</p><p></p><p>Which is why I am working on my own system. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>One of the lessons that I have definitely learned is that, although it is my goal that D&D adventures (and, to a lesser degree, sourcebooks) from any edition are easy to translate into my system (which will be free and mostly OGC, excepting art, game name, and possibly one or two design sidebars, and which will have free licensing to use the game name), trying to merely "fix" 3e isn't a good place to start from. Far better to begin with what you want to achieve, and working those elements from scratch, as the 4e team seems to have done.</p><p></p><p>(OTOH, my initial release will include druids, sorcerers, and bards, as well as gnomes, so there. <img src="http://www.enworld.org/forum/images/smilies/laugh.png" class="smilie" loading="lazy" alt=":lol:" title="Laughing :lol:" data-shortname=":lol:" /> )</p><p></p><p></p><p>RC</p></blockquote><p></p>
[QUOTE="Raven Crowking, post: 4488750, member: 18280"] A system can be mechanically simple, IMHO, and yet offer a whole range of possibilities within play. Mechanical simplicity =/= simplicity in terms of what can be done at the table. It is quite possible to have a system that, although itself composed of simple rules, allows for complex decisions to be made. As an easy example, 3e grapple is overly complex in order to allow for complex decisions to be made; 4e grapple is simple, but doesn't take into account obvious things that a real-world grapple would entail. I believe that it is possible to have a system that is both simple (ala 4e) and allows for complex results (ala 3e). There are a lot of good things about 4e. Simpler stat blocks is definitely among them. IMHO, the longest time spent in adventure/world creation should be deciding upon the "story elements", not figuring out how to translate them into game mechanics. However, I don't believe that this means you must limit your story elements as much as, IMHO, 4e does (at least at this point), nor that you have to sacrifice verisimilitude in order to have a game that is fast-playing and fun. Which is why I am working on my own system. ;) One of the lessons that I have definitely learned is that, although it is my goal that D&D adventures (and, to a lesser degree, sourcebooks) from any edition are easy to translate into my system (which will be free and mostly OGC, excepting art, game name, and possibly one or two design sidebars, and which will have free licensing to use the game name), trying to merely "fix" 3e isn't a good place to start from. Far better to begin with what you want to achieve, and working those elements from scratch, as the 4e team seems to have done. (OTOH, my initial release will include druids, sorcerers, and bards, as well as gnomes, so there. :lol: ) RC [/QUOTE]
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