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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Mythusmage's D&D 4e Thoughts
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<blockquote data-quote="stonehill_troll" data-source="post: 3163824" data-attributes="member: 27688"><p>QFT</p><p></p><p>Too many of the changes listed will make D&D into another game... why?  Why don't people just play those games that include those elements that you are seeking to bring into D&D?  Play True20/Blue Rose, Runequest (original or later versions), GURPS, Dragon Quest, Powers & Perils, Exalted, Traveller, C&C,  HERO, Rolemaster, etc.  Most recently I have played original Deadlands and enjoyed it, but after 6 months we still returned back to D&D.  Despite my misgivings I enjoyed D20 Modern, though I soon missed D&D and we went back to it.</p><p></p><p>People need to step and look at D&D as a business model with strong brand recognition and substantial IP value among its target audience.  Change so much that it loses it brand recognition and it will lose its IP value to the business.  IMV it makes good sense to keep; class system, alignment system, AC/BAB, vancian spell-casting system, saving throw, D20 and D12-D4 for other die rolls, and various other elements that have relativity remained the same thru its various editions.</p><p></p><p>I do recognize that there will change, but not as substantial as some people above would like.  The largest element of complaint I see around here and over on WOTC own boards, is the workload on DMs.  Without DMs you can't play, and looking over the gamer-seeking-gamers boards over various forums it’s hard to find DM, and especially good DMs.  Thus I believe that the impetus for a substantial amount of change for 4th Edition D&D will come in addressing the primary player – the DM.  Yet on the other hand, they will not do anything that will impact the development and publishing of expansion products (books/modules) since that’s where they make their sales and profit.  Thus even 4th edition we will still have monthly books being published with more options for the players and DMs.</p><p></p><p>Thus where they can help DMs is in the presentation and packaging of the rule-set.  Thus I believe we will see the following changes:</p><p>Classes:</p><p>- Low-Power Setting:  (22 PB) Base classes (warrior, wizard, cleric, rogue) will each have one prime ability score requirement, tighter class abilities and will be toned down power wise overall.</p><p>Then expanding options for classes</p><p>- Regular Power Setting (25 PB) add class ability set and minor feat path to warrior to create fighter, barbarian, ranger, paladin, etc. , the same for the other classes.</p><p>- High Power Setting (28 PB) add class ability set and more feat paths to warrior to create more powerful variants</p><p>The class abilities will come in very gradually, as the character gains levels in the class, his knowledge and abilities in his profession will also develop and grow.  The classes may very well be weak up front and slowing gain unique abilities and powers.  This to hopefully encourage DMs to run games past Level 10-12, where I see many DMs get burnt out trying to challenge powerful PCs.</p><p></p><p>Skills: will remain the same, with additional situational DCs pre-defined</p><p></p><p>Spells; further standardization (e.g. short, medium, long range predefined in 3.0/3.5): more elements of the spell description/definitions will be pre-defined.  Thus it would be easier for DMs to judge and specify which spells are applicable within their campaign, as more books with additional spells are published.  IMV, an attempt should be make to make divine and arcane spells different would also be a great.</p><p></p><p>Feats; standardization/codification, (Andy Collins mentioned this for PH2): I believe we will see this in 4th, there will be “levels or tiers” of feats (low power to high power feats).  Thus it would be easier for DMs to judge and specify which feats are applicable within their campaign, as more feat options are presented.</p><p></p><p>Prestige Classes (used to be Kits in 2nd), will remain, but IMV will be toned down and even more flavor oriented.  They will still include game mechanic bonuses (class abilities/feat improvements) that may well be built directly of feats, but with built-in game mechanic restrictions as well.  There will be little or no upfront abilities.  I see only 3-5 level prestige classes, with the first level or two having no bonuses.  E.g., once a PC has proven himself with the “Dragon Riders of Britannia” they will teach him some of their order’s secret abilities.  Prestige classes will return to their original intent of being a DM tool for his campaign.</p><p></p><p>Magic items, will remain, but I don’t see the creation rules coming thru in the core rules for 4th edition.  They seem to have caused a lot of problems for DMs, which several designers & developers have commented on since the release of 3.0/3.5.  Again magic items will be further codified in the rules, much like spells to ease the DMs task of assessing their value and impact in the game. </p><p>As to gear dependency I don’t know, I know that WOTC recognizes the problem, but changing will require a substantial change in the monsters as well.</p><p></p><p>Monsters, will remain obviously, but their write-up will change, if the sales were MMIV were good, which we will know with the release of MMV next year.  That should tell us which way subsequent development of the monster manuals is likely to go.  I found MMIV to be most useful monster book for DMs ever.</p><p></p><p>Combat, I enjoy the current combat system and its existing elements (AOO, grapple, trip, etc.) as they are, but I recognize that some people find it challenging to comprehend and use.  Perhaps a re-write of the explanations, definitions with good examples of the existing rule set would improve this.</p><p></p><p>Modules/Adventures, I don’t’ know I don’t buy them, I just can never run them as I always found them to be a straightjacket when running.  I prefer the pre-gen encounters from MMIV, Libris Mortis, or Lord of Madness to be more useful.  Just drop-them into my game as random and pre-set encounters.</p></blockquote><p></p>
[QUOTE="stonehill_troll, post: 3163824, member: 27688"] QFT Too many of the changes listed will make D&D into another game... why? Why don't people just play those games that include those elements that you are seeking to bring into D&D? Play True20/Blue Rose, Runequest (original or later versions), GURPS, Dragon Quest, Powers & Perils, Exalted, Traveller, C&C, HERO, Rolemaster, etc. Most recently I have played original Deadlands and enjoyed it, but after 6 months we still returned back to D&D. Despite my misgivings I enjoyed D20 Modern, though I soon missed D&D and we went back to it. People need to step and look at D&D as a business model with strong brand recognition and substantial IP value among its target audience. Change so much that it loses it brand recognition and it will lose its IP value to the business. IMV it makes good sense to keep; class system, alignment system, AC/BAB, vancian spell-casting system, saving throw, D20 and D12-D4 for other die rolls, and various other elements that have relativity remained the same thru its various editions. I do recognize that there will change, but not as substantial as some people above would like. The largest element of complaint I see around here and over on WOTC own boards, is the workload on DMs. Without DMs you can't play, and looking over the gamer-seeking-gamers boards over various forums it’s hard to find DM, and especially good DMs. Thus I believe that the impetus for a substantial amount of change for 4th Edition D&D will come in addressing the primary player – the DM. Yet on the other hand, they will not do anything that will impact the development and publishing of expansion products (books/modules) since that’s where they make their sales and profit. Thus even 4th edition we will still have monthly books being published with more options for the players and DMs. Thus where they can help DMs is in the presentation and packaging of the rule-set. Thus I believe we will see the following changes: Classes: - Low-Power Setting: (22 PB) Base classes (warrior, wizard, cleric, rogue) will each have one prime ability score requirement, tighter class abilities and will be toned down power wise overall. Then expanding options for classes - Regular Power Setting (25 PB) add class ability set and minor feat path to warrior to create fighter, barbarian, ranger, paladin, etc. , the same for the other classes. - High Power Setting (28 PB) add class ability set and more feat paths to warrior to create more powerful variants The class abilities will come in very gradually, as the character gains levels in the class, his knowledge and abilities in his profession will also develop and grow. The classes may very well be weak up front and slowing gain unique abilities and powers. This to hopefully encourage DMs to run games past Level 10-12, where I see many DMs get burnt out trying to challenge powerful PCs. Skills: will remain the same, with additional situational DCs pre-defined Spells; further standardization (e.g. short, medium, long range predefined in 3.0/3.5): more elements of the spell description/definitions will be pre-defined. Thus it would be easier for DMs to judge and specify which spells are applicable within their campaign, as more books with additional spells are published. IMV, an attempt should be make to make divine and arcane spells different would also be a great. Feats; standardization/codification, (Andy Collins mentioned this for PH2): I believe we will see this in 4th, there will be “levels or tiers” of feats (low power to high power feats). Thus it would be easier for DMs to judge and specify which feats are applicable within their campaign, as more feat options are presented. Prestige Classes (used to be Kits in 2nd), will remain, but IMV will be toned down and even more flavor oriented. They will still include game mechanic bonuses (class abilities/feat improvements) that may well be built directly of feats, but with built-in game mechanic restrictions as well. There will be little or no upfront abilities. I see only 3-5 level prestige classes, with the first level or two having no bonuses. E.g., once a PC has proven himself with the “Dragon Riders of Britannia” they will teach him some of their order’s secret abilities. Prestige classes will return to their original intent of being a DM tool for his campaign. Magic items, will remain, but I don’t see the creation rules coming thru in the core rules for 4th edition. They seem to have caused a lot of problems for DMs, which several designers & developers have commented on since the release of 3.0/3.5. Again magic items will be further codified in the rules, much like spells to ease the DMs task of assessing their value and impact in the game. As to gear dependency I don’t know, I know that WOTC recognizes the problem, but changing will require a substantial change in the monsters as well. Monsters, will remain obviously, but their write-up will change, if the sales were MMIV were good, which we will know with the release of MMV next year. That should tell us which way subsequent development of the monster manuals is likely to go. I found MMIV to be most useful monster book for DMs ever. Combat, I enjoy the current combat system and its existing elements (AOO, grapple, trip, etc.) as they are, but I recognize that some people find it challenging to comprehend and use. Perhaps a re-write of the explanations, definitions with good examples of the existing rule set would improve this. Modules/Adventures, I don’t’ know I don’t buy them, I just can never run them as I always found them to be a straightjacket when running. I prefer the pre-gen encounters from MMIV, Libris Mortis, or Lord of Madness to be more useful. Just drop-them into my game as random and pre-set encounters. [/QUOTE]
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