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My biggest concern about 4E
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<blockquote data-quote="I'm A Banana" data-source="post: 3905126" data-attributes="member: 2067"><p>In many cases, this means that it can't be used at all. </p><p></p><p></p><p></p><p>Not all settings or playstyles desire to support those notions.</p><p></p><p>But that narrowing of focus means that things like the Great Wheel are tossed out in favor of a new planar schema, rejecting a lot of D&D/Greyhawk setting material. It might not be hard to add in, but the point is that the Core doesn't support it, leaving the work to a DM, and most DM's would rather get to the heart of the adventure than to spend their time figuring out if the Feywild belongs with the Flaness.</p><p></p><p>The narrowing of focus may also give us simplicity where we desire complexity, such as for me, with non-combat-related monster statistics, or for some when they center around minis combat and neglect to provide rules usable in the abstract as well. </p><p></p><p>As concerns, they are valid to entertain, and nothing 4e has shown us so far shows them to be wrong (and a few things show them to be possibly or probably right). </p><p></p><p>But nobody seems particularly worried that, say, the combat in 4e won't be fast-paced or interesting. </p><p></p><p>We trust the designers to do what they set out to do, we're just not all sure they set out to support the game that we like to play, because they seem fairly concentrated on one particular style of game (at least for the moment) that is fairly new to core D&D.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 3905126, member: 2067"] In many cases, this means that it can't be used at all. Not all settings or playstyles desire to support those notions. But that narrowing of focus means that things like the Great Wheel are tossed out in favor of a new planar schema, rejecting a lot of D&D/Greyhawk setting material. It might not be hard to add in, but the point is that the Core doesn't support it, leaving the work to a DM, and most DM's would rather get to the heart of the adventure than to spend their time figuring out if the Feywild belongs with the Flaness. The narrowing of focus may also give us simplicity where we desire complexity, such as for me, with non-combat-related monster statistics, or for some when they center around minis combat and neglect to provide rules usable in the abstract as well. As concerns, they are valid to entertain, and nothing 4e has shown us so far shows them to be wrong (and a few things show them to be possibly or probably right). But nobody seems particularly worried that, say, the combat in 4e won't be fast-paced or interesting. We trust the designers to do what they set out to do, we're just not all sure they set out to support the game that we like to play, because they seem fairly concentrated on one particular style of game (at least for the moment) that is fairly new to core D&D. [/QUOTE]
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