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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Palladium's philosophy for D&D 4e? Pros and cons
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<blockquote data-quote="Arkhandus" data-source="post: 3512165" data-attributes="member: 13966"><p>It may be neat for WotC to put out a 'basic game' in 4E, that serves as an intro and rules-lite version with minimal rules and basic guidelines for how to adjudicate situations on the fly. It would certainly serve a purpose and please a few people, anyway.</p><p></p><p>But it really shouldn't, and <em>definitely</em> will not, be the core game of 4E D&D that Wizards of the Coast will eventually produce. There's not much money to be made with that, and most groups will be in an outcry if D&D becomes some really-simplistic make-the-rules-up-as-you-go game that is played vastly differently by every group (especially tough on people who want or need to join a new group).</p><p></p><p>I know myself and most groups I've played with would definitely be outraged if 4th Edition turned out to be some simplistic piece of junk we could've thrown together in an afternoon. Many of us want actual, well-defined rules to run our games with and build our characters with. A rules-lite or rules-free game would get dull after a bit and wouldn't continue to evoke our interest. Same goes for a poorly-thrown-together mishmash of crude rules that are more like guidelines for wasting time on excessive houseruling.</p><p></p><p>Houserules shouldn't be a necessity for enjoyment of play; the rules should be reasonably complete enough and reasonably balanced enough for play out of the box, as it were. I love tinkering but I'm not gonna play a game that requires me to fix the system first and get everyone in the group on-board with the fixes and additions.</p></blockquote><p></p>
[QUOTE="Arkhandus, post: 3512165, member: 13966"] It may be neat for WotC to put out a 'basic game' in 4E, that serves as an intro and rules-lite version with minimal rules and basic guidelines for how to adjudicate situations on the fly. It would certainly serve a purpose and please a few people, anyway. But it really shouldn't, and [I]definitely[/I] will not, be the core game of 4E D&D that Wizards of the Coast will eventually produce. There's not much money to be made with that, and most groups will be in an outcry if D&D becomes some really-simplistic make-the-rules-up-as-you-go game that is played vastly differently by every group (especially tough on people who want or need to join a new group). I know myself and most groups I've played with would definitely be outraged if 4th Edition turned out to be some simplistic piece of junk we could've thrown together in an afternoon. Many of us want actual, well-defined rules to run our games with and build our characters with. A rules-lite or rules-free game would get dull after a bit and wouldn't continue to evoke our interest. Same goes for a poorly-thrown-together mishmash of crude rules that are more like guidelines for wasting time on excessive houseruling. Houserules shouldn't be a necessity for enjoyment of play; the rules should be reasonably complete enough and reasonably balanced enough for play out of the box, as it were. I love tinkering but I'm not gonna play a game that requires me to fix the system first and get everyone in the group on-board with the fixes and additions. [/QUOTE]
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General Tabletop Discussion
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Palladium's philosophy for D&D 4e? Pros and cons
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