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<blockquote data-quote="Hussar" data-source="post: 4422760" data-attributes="member: 22779"><p>You have to remember that some people came to D&D from tabletop wargames. Using minis, string, protractors and the like were not unheard of back then. And the rules do support this kind of thing as well.</p><p></p><p>My take on 3e and then 4e, because I generally agree with what people have said about 1e and 2e. 3e was designed by looking at what happens at the table. They zeroed in on what most people do at their table and then crafted the rules to handle that action.</p><p></p><p>4e has taken this a few steps further. 3e retained a number of legacy issues that IMO are problematic at the table. For me, the number one example is the Paladin's Mount ability in 3e. </p><p></p><p>Now, I like the idea of the Paladin's mount. Liked it so much in earlier editions that I played paladins very often. I like the idea of the holy knight being given a loyal steed by the powers that be. </p><p></p><p>But, there's a problem with it. For the vast majority of adventures out there, a horse is useless. Unless you happen to be having an adventure in fairly open terrain outdoors, you can't use your mount. No city adventures, no dungeons. ((By and large)) So, here we have this signature ability, a fairly powerful one at that - something you get at 5th level is a pretty big deal - that is pretty much useless for large stretches at a time. 3e went some way towards fixing this by making the mount summonable, but, that doesn't change the basic problem - most adventures make the use of mounts very difficult.</p><p></p><p>4e has looked at this and chucked it. No more mount. Why? Because it's too problematic. It's a very cold view of D&D - anything that gets in the way of what happens at most tables gets the axe. And I think that's what's set off so many people. The planes being rearranged, new rules, even the roles are based off the idea that certain things are most likely going to happen at the table, so, we'll design a game for that.</p><p></p><p>I posted a thread a while ago about how a lot of the changes weren't big changes for me. And they're not really. My group has been using lots of late era 3.5 material, so, it's not like these changes are going to have massive impacts on my game. But, I can certainly see why some people would be left very cold by these changes. They do presume an awful lot about what happens around the table.</p></blockquote><p></p>
[QUOTE="Hussar, post: 4422760, member: 22779"] You have to remember that some people came to D&D from tabletop wargames. Using minis, string, protractors and the like were not unheard of back then. And the rules do support this kind of thing as well. My take on 3e and then 4e, because I generally agree with what people have said about 1e and 2e. 3e was designed by looking at what happens at the table. They zeroed in on what most people do at their table and then crafted the rules to handle that action. 4e has taken this a few steps further. 3e retained a number of legacy issues that IMO are problematic at the table. For me, the number one example is the Paladin's Mount ability in 3e. Now, I like the idea of the Paladin's mount. Liked it so much in earlier editions that I played paladins very often. I like the idea of the holy knight being given a loyal steed by the powers that be. But, there's a problem with it. For the vast majority of adventures out there, a horse is useless. Unless you happen to be having an adventure in fairly open terrain outdoors, you can't use your mount. No city adventures, no dungeons. ((By and large)) So, here we have this signature ability, a fairly powerful one at that - something you get at 5th level is a pretty big deal - that is pretty much useless for large stretches at a time. 3e went some way towards fixing this by making the mount summonable, but, that doesn't change the basic problem - most adventures make the use of mounts very difficult. 4e has looked at this and chucked it. No more mount. Why? Because it's too problematic. It's a very cold view of D&D - anything that gets in the way of what happens at most tables gets the axe. And I think that's what's set off so many people. The planes being rearranged, new rules, even the roles are based off the idea that certain things are most likely going to happen at the table, so, we'll design a game for that. I posted a thread a while ago about how a lot of the changes weren't big changes for me. And they're not really. My group has been using lots of late era 3.5 material, so, it's not like these changes are going to have massive impacts on my game. But, I can certainly see why some people would be left very cold by these changes. They do presume an awful lot about what happens around the table. [/QUOTE]
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