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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Keith Baker on 4E! (The Hellcow responds!)
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<blockquote data-quote="Lizard" data-source="post: 4123087" data-attributes="member: 1054"><p>I like the concept, but then again, I've liked the *concept* of lots of things in 4e and been let down by what I've seen of the implementation. One thing I miss about old -- as in, late 1970s -- D&D was the feeling that MUs had to really WORK for their spells, that the DM should be a stingy bastard in terms of letting them learn spells and that, therefore, a Magic User was defined by their spellbook. If rituals are things hard to learn and master, so that you might know only a handful of them, that will be very cool. If it just takes all the non combat spells and say "OK, we're calling them 'rituals' now so no one ever has to make a choice between flying and blowing something up", then, I will be disappointed.</p><p></p><p>(The design decision that there will NEVER be a choice between a combat and a non combat ability -- that they are 'siloed' -- is a problem for me. It means that you're always a good fighter, no matter what, and there's no room for someone to shine as a diplomat or a scholar or a non-blasting mage, since everyone is equally good at those things, too. From the limited previews I've seen, the actual choices available as you level up are 'flavor' choices -- will I be a stabby rogue or a bashy rogue? -- and not really difficult. Choosing between 1d6 ice damage and 1d6 fire damage just isn't an interesting choice to me. Choosing between 1d6 ice damage and, say, being able to summon a magic steed, is.)</p><p></p><p>If I could convince my local group to try Hero System again...but, hey, that's being revised, too. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> 2009 is going to be interesting. Hero 6, Pathfinder...all we need is for SJG to announce GURPS 5, but I don't think the skies have turned to blood and the seas have become as ash just yet.</p></blockquote><p></p>
[QUOTE="Lizard, post: 4123087, member: 1054"] I like the concept, but then again, I've liked the *concept* of lots of things in 4e and been let down by what I've seen of the implementation. One thing I miss about old -- as in, late 1970s -- D&D was the feeling that MUs had to really WORK for their spells, that the DM should be a stingy bastard in terms of letting them learn spells and that, therefore, a Magic User was defined by their spellbook. If rituals are things hard to learn and master, so that you might know only a handful of them, that will be very cool. If it just takes all the non combat spells and say "OK, we're calling them 'rituals' now so no one ever has to make a choice between flying and blowing something up", then, I will be disappointed. (The design decision that there will NEVER be a choice between a combat and a non combat ability -- that they are 'siloed' -- is a problem for me. It means that you're always a good fighter, no matter what, and there's no room for someone to shine as a diplomat or a scholar or a non-blasting mage, since everyone is equally good at those things, too. From the limited previews I've seen, the actual choices available as you level up are 'flavor' choices -- will I be a stabby rogue or a bashy rogue? -- and not really difficult. Choosing between 1d6 ice damage and 1d6 fire damage just isn't an interesting choice to me. Choosing between 1d6 ice damage and, say, being able to summon a magic steed, is.) If I could convince my local group to try Hero System again...but, hey, that's being revised, too. :) 2009 is going to be interesting. Hero 6, Pathfinder...all we need is for SJG to announce GURPS 5, but I don't think the skies have turned to blood and the seas have become as ash just yet. [/QUOTE]
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