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Mearls' Legends and Lore (or, "All Roads Lead to Rome, Redux")
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<blockquote data-quote="Hussar" data-source="post: 5496672" data-attributes="member: 22779"><p>AFAIC, the only people who are convinced the tent is smaller is people who don't like 4e and somehow think that just because the game doesn't cater to their specific needs, it must somehow not cater to anyone's needs. The fact that earlier editions didn't cater to my needs but 4e does somehow doesn't mean that the tent has gotten bigger or even stayed the same size just shifted to the left four feet.</p><p></p><p>If, OTOH, you realize that each edition simply focused on different aspects and go from there, then we're all golden. I've yet to see an adventure that cannot be translated from one edition to the other. After all, it's ridiculously easy to translate 1ed adventures into 4e and I imagine going the other way would be pretty simple as well. </p><p></p><p>Would they play differently? Oh sure. Totally agree there. But, then again EVERY edition plays differenlty. Take one of my favourite modules - The Lost City. Great module. One of the basic elements of that module is survival. You start the adventure with no food or water and if you don't find both fairly soon, you're going to die.</p><p></p><p>Try doing that in 3e. In 3e, the cleric, at first level, has three castings of zero level Create Water, each of which will create enough water for 4 people for a day. Hrm, problem solved. Purify Food and Drink means that the first monster they kill, they can eat safely. Also a zero level spell.</p><p></p><p>If you translate The Lost City into 3e, that major aspect of the module goes away because Basic D&D characters certainly couldn't do anything like that.</p><p></p><p>And, oh look, the 4e characters can't either. </p><p></p><p>So, right off the bat, if I want to translate my favourite module into 4e, it's going to play closer to the original than the 3e version will.</p><p></p><p>Now, I'm sure people are going to jump up and down and talk about how their favorite module just cannot be translated, etc. etc. Sure. I'll believe that. There are modules that won't work very well in 4e that would work better in 3e. Totally agreed.</p><p></p><p>But, the idea that 4e has somehow closed off the tent is ridiculous. It's a talking point for those who want to run covert edition wars and bitch about 4ed. Every edition has its strengths and weaknesses. 4e plays to my strengths. Good for me. 3e plays to other people's strengths. Good for them. It's only when people want to kick one edition or another out of the tent for not playing to their strengths that we have problems.</p><p></p><p>The tent hasn't changed. The only thing that's changed is that now there's a part of the tent that isn't catering directly to one group that has had it all their way for the past ten years and they're pissed off about it.</p></blockquote><p></p>
[QUOTE="Hussar, post: 5496672, member: 22779"] AFAIC, the only people who are convinced the tent is smaller is people who don't like 4e and somehow think that just because the game doesn't cater to their specific needs, it must somehow not cater to anyone's needs. The fact that earlier editions didn't cater to my needs but 4e does somehow doesn't mean that the tent has gotten bigger or even stayed the same size just shifted to the left four feet. If, OTOH, you realize that each edition simply focused on different aspects and go from there, then we're all golden. I've yet to see an adventure that cannot be translated from one edition to the other. After all, it's ridiculously easy to translate 1ed adventures into 4e and I imagine going the other way would be pretty simple as well. Would they play differently? Oh sure. Totally agree there. But, then again EVERY edition plays differenlty. Take one of my favourite modules - The Lost City. Great module. One of the basic elements of that module is survival. You start the adventure with no food or water and if you don't find both fairly soon, you're going to die. Try doing that in 3e. In 3e, the cleric, at first level, has three castings of zero level Create Water, each of which will create enough water for 4 people for a day. Hrm, problem solved. Purify Food and Drink means that the first monster they kill, they can eat safely. Also a zero level spell. If you translate The Lost City into 3e, that major aspect of the module goes away because Basic D&D characters certainly couldn't do anything like that. And, oh look, the 4e characters can't either. So, right off the bat, if I want to translate my favourite module into 4e, it's going to play closer to the original than the 3e version will. Now, I'm sure people are going to jump up and down and talk about how their favorite module just cannot be translated, etc. etc. Sure. I'll believe that. There are modules that won't work very well in 4e that would work better in 3e. Totally agreed. But, the idea that 4e has somehow closed off the tent is ridiculous. It's a talking point for those who want to run covert edition wars and bitch about 4ed. Every edition has its strengths and weaknesses. 4e plays to my strengths. Good for me. 3e plays to other people's strengths. Good for them. It's only when people want to kick one edition or another out of the tent for not playing to their strengths that we have problems. The tent hasn't changed. The only thing that's changed is that now there's a part of the tent that isn't catering directly to one group that has had it all their way for the past ten years and they're pissed off about it. [/QUOTE]
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