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My biggest concern about 4E
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<blockquote data-quote="Cbas_10" data-source="post: 3904100" data-attributes="member: 55767"><p>I'm in the same position as you are; long-time DM favoring games in Greyhawk. The transition from 2nd to 3rd editions worked very well for me. Multiclassing made more sense, allowing simpler construction of concepts like elven gish-types, more easily describing major NPCs who seemed to have multiple talents, and more. The new concepts of domains helped to separate clerics of different faiths and actually allow them to play differently. Monster classing and templates facilitated more sensible creation of monster leaders and other major antagonists. More and more...but I digress. From 2nd to 3rd, many of the concepts stayed the same, even if rules changed.</p><p></p><p>But now, there are so many new concepts, I am wondering how easy it will be to filter out some items in order to keep a feel for a setting that any particular DM wants to use. Warlocks are cool, but of very limited use in my setting. Same for tieflings, dragonborn, and evidently super-being PCs (yeah...I know, some of you say that characters higher than X-level are super-beings, but I'm referring to some of the base mechanics we've had hints of and some of the basic/low-level powers of classes. I've handled the "potential super-being" via high levels issue in my game quite well). I know we can all always house rule our games and make whatever changes we want....but....at what point do we hit the threshold of needing to alter any future book because of our house rules? If I keep tieflings, warlocks, and dragonborn out of my games, how much will it require me to work around other issues in future books that I'd want to buy?</p><p></p><p>Games evolve and change through editions, for sure. To me, each edition of D&D has "felt" the same, even though rules have changed and gameplay itself has improved. I'm just wondering how this will feel more like a brand-new game than the next step in D&D. I understand how things will change over time, but if I wanted to get into a new or different game, I would have done so already.</p><p></p><p>I'm eager to find out just how easy it will be to adapt or ignore segments of the new game; how much the new game works as a basic framework to tool and personalize.</p></blockquote><p></p>
[QUOTE="Cbas_10, post: 3904100, member: 55767"] I'm in the same position as you are; long-time DM favoring games in Greyhawk. The transition from 2nd to 3rd editions worked very well for me. Multiclassing made more sense, allowing simpler construction of concepts like elven gish-types, more easily describing major NPCs who seemed to have multiple talents, and more. The new concepts of domains helped to separate clerics of different faiths and actually allow them to play differently. Monster classing and templates facilitated more sensible creation of monster leaders and other major antagonists. More and more...but I digress. From 2nd to 3rd, many of the concepts stayed the same, even if rules changed. But now, there are so many new concepts, I am wondering how easy it will be to filter out some items in order to keep a feel for a setting that any particular DM wants to use. Warlocks are cool, but of very limited use in my setting. Same for tieflings, dragonborn, and evidently super-being PCs (yeah...I know, some of you say that characters higher than X-level are super-beings, but I'm referring to some of the base mechanics we've had hints of and some of the basic/low-level powers of classes. I've handled the "potential super-being" via high levels issue in my game quite well). I know we can all always house rule our games and make whatever changes we want....but....at what point do we hit the threshold of needing to alter any future book because of our house rules? If I keep tieflings, warlocks, and dragonborn out of my games, how much will it require me to work around other issues in future books that I'd want to buy? Games evolve and change through editions, for sure. To me, each edition of D&D has "felt" the same, even though rules have changed and gameplay itself has improved. I'm just wondering how this will feel more like a brand-new game than the next step in D&D. I understand how things will change over time, but if I wanted to get into a new or different game, I would have done so already. I'm eager to find out just how easy it will be to adapt or ignore segments of the new game; how much the new game works as a basic framework to tool and personalize. [/QUOTE]
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