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D&D Older Editions, OSR, & D&D Variants
Opinions on the 4E preview books...
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<blockquote data-quote="Gothmog" data-source="post: 4001563" data-attributes="member: 317"><p>So far, I like them both. I'm excited about playing D&D again for the first time in a while. 4E seems to be using a lot of assumptions I'd already made for my games and homebrew world, and the promise of a simplified system with more inherent character abilities, and not relying on magic items is wonderful news.</p><p></p><p>R&C has some cool ideas, and I'm interested to see how classes and abilities are handled. I do like that feats are not taken in some convoluted sequence anymore, and that there are tiers of feats- its easier to determine which abilities belong at what power levels that way. I also love the idea of spells like teleport, plane shift, etc being rituals- no more buff, teleport, blast, teleport out. The design team seems to understand that magic is magical- not just a tool to use willy-nilly. I do have to admit I find the tieflings and dragonborn kinda dumb though, but its a simple thing to just ignore them.</p><p></p><p>W&M is what has really impressed me though. I love the points of light emphasis- it drives home the world is a dangerous place, and even other "lights" can be hostile. The game seems to be implying a darker, and more mysterious feel, something that largely vanished during the 3E days of overquantification. The art is superb in W&M- I love the ephasis on the world and landscapes again, after the sucktacular art in 3E just showing highly stylized characters against a white background. The end of the Great Wheel has me ecstatic- the Great Wheel always felt artificial and unweildy. The new realms (Shadowfell, Feywild, Elemental Chaos, Astral Sea and Dominions) are very well thought out, and have a lot more potential for use than the old planes ever did. In particular, I love the Shadowfell and Feywild- for years I'd already been using ideas almost identical to these in my games (the Shadow Empyrean and Spirit World), so it will be cool to see how they handle these. The new distinction between demons and devils makes a LOT more sense too, and Asmodeus is finally going to get his time to shine! The Far Realm is just freakin' cool anyway, and more Lovecraftian influences in D&D is a welcome addition.</p><p></p><p>So while I'm not 100% convinced that 4E will be the game for me, it looks leaps and bounds better than 3E for my playstyle, and I have high hopes for it.</p></blockquote><p></p>
[QUOTE="Gothmog, post: 4001563, member: 317"] So far, I like them both. I'm excited about playing D&D again for the first time in a while. 4E seems to be using a lot of assumptions I'd already made for my games and homebrew world, and the promise of a simplified system with more inherent character abilities, and not relying on magic items is wonderful news. R&C has some cool ideas, and I'm interested to see how classes and abilities are handled. I do like that feats are not taken in some convoluted sequence anymore, and that there are tiers of feats- its easier to determine which abilities belong at what power levels that way. I also love the idea of spells like teleport, plane shift, etc being rituals- no more buff, teleport, blast, teleport out. The design team seems to understand that magic is magical- not just a tool to use willy-nilly. I do have to admit I find the tieflings and dragonborn kinda dumb though, but its a simple thing to just ignore them. W&M is what has really impressed me though. I love the points of light emphasis- it drives home the world is a dangerous place, and even other "lights" can be hostile. The game seems to be implying a darker, and more mysterious feel, something that largely vanished during the 3E days of overquantification. The art is superb in W&M- I love the ephasis on the world and landscapes again, after the sucktacular art in 3E just showing highly stylized characters against a white background. The end of the Great Wheel has me ecstatic- the Great Wheel always felt artificial and unweildy. The new realms (Shadowfell, Feywild, Elemental Chaos, Astral Sea and Dominions) are very well thought out, and have a lot more potential for use than the old planes ever did. In particular, I love the Shadowfell and Feywild- for years I'd already been using ideas almost identical to these in my games (the Shadow Empyrean and Spirit World), so it will be cool to see how they handle these. The new distinction between demons and devils makes a LOT more sense too, and Asmodeus is finally going to get his time to shine! The Far Realm is just freakin' cool anyway, and more Lovecraftian influences in D&D is a welcome addition. So while I'm not 100% convinced that 4E will be the game for me, it looks leaps and bounds better than 3E for my playstyle, and I have high hopes for it. [/QUOTE]
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