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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="Jer" data-source="post: 3512176" data-attributes="member: 19857"><p>Just for the record, you can run D&D right now with a "fast and loose and damn the torpedoes" approach to the game. You just need to have players who are willing to go along with it. It works for Rifts because the rules are so obfuscated that you HAVE to come to a consensus at the table about what the rules mean, and a lot of players will just "take the GM's word for it" if it comes down to figuring out what a rule with multiple interpretations might mean in practice (AD&D 1e had this feature too - 2e had it much less). </p><p></p><p>But you don't need that feature to run the game that way -- that's how we ran D&D from the Metzner boxed sets at my table back in the day and those rules were probably just as clear (if somewhat less "standardized") as the 3e rules are today. I run my 3e game in a fast-and-loose fashion as well -- you don't have to follow all of the rules in the book to the letter, even with 3e, as long as you get that consensus at the table.</p><p></p><p>Having said that - there is no way on Earth that Wizards is going to move D&D to a more obfuscated system. Mainly because clearly written sets of rules with lots of expansions and options sell really, really well for them. Even today, years after the introduction of the 3e ruleset, people STILL want to buy books with "more crunch less fluff". And crunch is a lot easier to develop with a solid, balanced, clearly described foundation of rules to build on.</p><p></p><p>My personal prediction for 4e is that it will be a simplification of 3e, in the way that 3e simplified down the complex system that 2e with all of its options had become and 2e simplified down the system that 1e with all of its options had become. The overall core system will be streamlined, with the "best" stuff from expansions (new races, new core classes, rules from the minis game, etc.) pulled into the core.</p></blockquote><p></p>
[QUOTE="Jer, post: 3512176, member: 19857"] Just for the record, you can run D&D right now with a "fast and loose and damn the torpedoes" approach to the game. You just need to have players who are willing to go along with it. It works for Rifts because the rules are so obfuscated that you HAVE to come to a consensus at the table about what the rules mean, and a lot of players will just "take the GM's word for it" if it comes down to figuring out what a rule with multiple interpretations might mean in practice (AD&D 1e had this feature too - 2e had it much less). But you don't need that feature to run the game that way -- that's how we ran D&D from the Metzner boxed sets at my table back in the day and those rules were probably just as clear (if somewhat less "standardized") as the 3e rules are today. I run my 3e game in a fast-and-loose fashion as well -- you don't have to follow all of the rules in the book to the letter, even with 3e, as long as you get that consensus at the table. Having said that - there is no way on Earth that Wizards is going to move D&D to a more obfuscated system. Mainly because clearly written sets of rules with lots of expansions and options sell really, really well for them. Even today, years after the introduction of the 3e ruleset, people STILL want to buy books with "more crunch less fluff". And crunch is a lot easier to develop with a solid, balanced, clearly described foundation of rules to build on. My personal prediction for 4e is that it will be a simplification of 3e, in the way that 3e simplified down the complex system that 2e with all of its options had become and 2e simplified down the system that 1e with all of its options had become. The overall core system will be streamlined, with the "best" stuff from expansions (new races, new core classes, rules from the minis game, etc.) pulled into the core. [/QUOTE]
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