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Let's Talk About 4E On Its Own Terms [+]
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<blockquote data-quote="Zeromaru X" data-source="post: 9202338" data-attributes="member: 65487"><p>I cannot say much about the mechanical side of things, as 4e was much my entry point to D&D. I may have played a bit of 3.5 and a single 2e adventure, but never read the rulebooks or became interested in said editions. However, having experienced at least a bit of 3.5 before, I can say that 4e was easier to grasp for new people (myself and my players). The rules are straightforward and the process of creating PCs and NPCs is simple (though, PCs can be time consuming, but that also is a problem in other editions, and 4e addressed that later with the digital tools)*. And I really prefer 4e over 5e, but that can be bias.</p><p></p><p>What I can talk about is from the side of the lore/fiction, and I really liked it. In earlier editions, unless you wanted to play in an established setting like the Forgotten Realms or Greyhawk, there was no defined fiction. The implied setting was so vague that everything was up to the DM. And while this can be good for veteran DMs or people who like storytelling, it can be overwhelming for a new DM. Specially one like myself, who happens to like mythology, and found the mythology of D&D way too bland and vague, even if you tried to import FR or GH stuff into your homebrew. And on the other side of things, Planescape was too convoluted and yet vague at the same time.</p><p></p><p>The Nentir Vale was simple and at the same time so complex... If you wanted just the Nentir Vale for either build your homebrew or import it to an established setting, it was easy to do, with not that much lore getting in the way. But if you wanted to play in the implied world were the Nentir Vale is supposed to be, there is so much lore scattered in the splat books to build a compelling world not unlike Greyhawk or the Forgotten Realms, yet the information is open-ended, so you can connect the dots whatever way you like, and you can import anything from another setting without needing to twist the lore too much to do it. You want Waterdeep in the coast near the Nentir Vale, and to the north of the region of Tyr from Dark Sun? Is easy to do without having to write a convoluted reason to explain why Waterdeep and Athas can coexist.</p><p></p><p>And the mythology! Is so complex and yet so simple, that you can leave it as vague and simple as the relate in the DMG, or as complex as the full relate from all the sourcebooks - and still, with different versions to accommodate the fact that the world is made up of different cultures with different viewpoints, opening the room for your own version as well. The gods are a small group that covers everything you need from a pantheon, and yet the pantheon can be expanded without breaking the lore (like what Critical Role did by adding a few new gods here and there). And the interconnectivity between mythology and the lore of the world...!</p><p></p><p>I could write an essay about this, lol</p><p></p><p>*Yeah, me and my group played pen and paper 4e for a time, lol. I even remember my brother making some personalized character sheets for each player in the group with Photoshop.</p></blockquote><p></p>
[QUOTE="Zeromaru X, post: 9202338, member: 65487"] I cannot say much about the mechanical side of things, as 4e was much my entry point to D&D. I may have played a bit of 3.5 and a single 2e adventure, but never read the rulebooks or became interested in said editions. However, having experienced at least a bit of 3.5 before, I can say that 4e was easier to grasp for new people (myself and my players). The rules are straightforward and the process of creating PCs and NPCs is simple (though, PCs can be time consuming, but that also is a problem in other editions, and 4e addressed that later with the digital tools)*. And I really prefer 4e over 5e, but that can be bias. What I can talk about is from the side of the lore/fiction, and I really liked it. In earlier editions, unless you wanted to play in an established setting like the Forgotten Realms or Greyhawk, there was no defined fiction. The implied setting was so vague that everything was up to the DM. And while this can be good for veteran DMs or people who like storytelling, it can be overwhelming for a new DM. Specially one like myself, who happens to like mythology, and found the mythology of D&D way too bland and vague, even if you tried to import FR or GH stuff into your homebrew. And on the other side of things, Planescape was too convoluted and yet vague at the same time. The Nentir Vale was simple and at the same time so complex... If you wanted just the Nentir Vale for either build your homebrew or import it to an established setting, it was easy to do, with not that much lore getting in the way. But if you wanted to play in the implied world were the Nentir Vale is supposed to be, there is so much lore scattered in the splat books to build a compelling world not unlike Greyhawk or the Forgotten Realms, yet the information is open-ended, so you can connect the dots whatever way you like, and you can import anything from another setting without needing to twist the lore too much to do it. You want Waterdeep in the coast near the Nentir Vale, and to the north of the region of Tyr from Dark Sun? Is easy to do without having to write a convoluted reason to explain why Waterdeep and Athas can coexist. And the mythology! Is so complex and yet so simple, that you can leave it as vague and simple as the relate in the DMG, or as complex as the full relate from all the sourcebooks - and still, with different versions to accommodate the fact that the world is made up of different cultures with different viewpoints, opening the room for your own version as well. The gods are a small group that covers everything you need from a pantheon, and yet the pantheon can be expanded without breaking the lore (like what Critical Role did by adding a few new gods here and there). And the interconnectivity between mythology and the lore of the world...! I could write an essay about this, lol *Yeah, me and my group played pen and paper 4e for a time, lol. I even remember my brother making some personalized character sheets for each player in the group with Photoshop. [/QUOTE]
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