Mustrum_Ridcully
Legend
The question I'd like to ask: Why do you think that other designers will not be able to make a good game, too? And why do you believe that the designer you named wouldn't make a system similar to D&D 4, too?Barrataria said:If Clark and Bill W., Messrs. Mona and Pramas, Joe Goodman, and maybe that Cook guy got together and managed to make a SRD-based ruleset that appealed to 3E folks, it might just appeal a bit to the old geezers to and re-harness some of that original feeling from 2000 that WizBro was going to right the ship. The quality of work done by those publishers is completely outstanding, and I have no doubt at all that a "3.75e" would do the trick. Maybe it would be an "Advanced Blue Rose", or "Advanced Castles and Crusades" under a group trademark (although I doubt the Trolls would sign on, who knows?), but I don't want to inject my view of what I would like the game to look like.
I am only familiar with the work of Monte Cook. I think many D&D 4 concepts or ideas are also hinted in his own works (be it actual rulebooks or just his LiveJournal/LineOfSight and so on posts he did on his site).
Races having an effect over a longer time the just the first level? Arcane Unearthed/Evolved introduced racial levels. D&D 4 seems to use a different approach, but still the same idea - race means more than just your initial ability scores and a few minor abilties.
More than 20 "core levels": Arcane Evolved introduced 25 level character classes
More than 9 spell levels: Arcana Evolved introduced 10th level spells, and in his homebrew, he also creates houserules for 20 spell levels.
Magical Abilities available all the time: One of his Columns discusses this topic, and he seems definitely in favour of it.
Enounter Based Resources: He published a variant Player's Handbook that created all character classes around this - Writer was Mike Mearls, now on the D&D 4 team.
Role Based, Simplified Monsters: Also with Iron Heroes, Villain Classes were introduced - which were simpfied approaches to create a common type/role of a monster. Demonic Knight, Champion, Dreaded Sorceror...
I think among the Designers, you will find a lot of common ground. Sure, each team grouping would create a slightly different game, but I have no doubt that you will find a lot of similar concepts. Now, just because designers like these concepts doesn't mean you are guaranteed to like them, too. But don't expect different designers that all come from experience with the same game to create entirely different rule systems. Now, the exact details would probably be different (and some implementations might be better), but until now, we don't know the exact details, so any final verdict is premature.