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<blockquote data-quote="Greg K" data-source="post: 6007056" data-attributes="member: 5038"><p>At the moment, I and the people that I know have no interest in buying it. In its current form, we don't even want to playtest it. It does not seem like the design team as learned much from the OGL or even some of their own more recent games. We are hoping that those things will appear in modules. Beyond that, the cleric, in our opinion, still sucks in comparison to the 2e Specialty Priest. We are, however, willing to give feedback on design decisons and aesthetics in hopes that the game will shape up into something we will want to buy and play.</p><p></p><p></p><p></p><p></p><p>The only TSR/ WOTC settings that I like are Al Qadim, Darksun (original boxed set), Ravenloft, early Greyhawk (gazeteer and boxed set) and the Forgotten Realms (1e boxed set with some of the 2e setting stuff), and Mystara (minus the tortles). I won't touch Planescape, Spelljammer, Eberron, 4e Forgotten Realms, or the 4e default setting</p><p></p><p></p><p></p><p>I am happy to tailor provided they make it easy to do. I don't want the hassle of having to fix their fluff when they start building default mechanical assumptions around it and it starts cutting off viable concepts, because the designers took the fluff and associated mechanics too far (I went that route with the first three editions and am done with it). The Draconic Heritage for the sorcerer is a great example, The designers decided it should be a gish and built into it additional training in armor all weapons and an additional +1 weapon bonus. By doing so, they have cut off the option for those that might draw inspiration from other fantasy sources and find a non-gish draconic heritage sorcerer to be an interesting concept. Essentially, the designers gave a big screw you to that player and many DMs by not providing an option to compensate the non-gish with something else more "sorcery" rebalance the heritage.</p><p></p><p>Edit: The Monk in 1e and 3e is another example of designer fluff and mechanics getting in the way. With 3e I saw the ability to customize the Fighter and thought it was a wonderful. Then, I flipped to the monk and was severely disappointed that we did not get the same ability to customize the monk (Unearthed Arcana in 3.5 gave some customization with fighting styles, but we were still stuck with a base class with too many prescribed abilities that did not fit various individuals version of a monk).</p></blockquote><p></p>
[QUOTE="Greg K, post: 6007056, member: 5038"] At the moment, I and the people that I know have no interest in buying it. In its current form, we don't even want to playtest it. It does not seem like the design team as learned much from the OGL or even some of their own more recent games. We are hoping that those things will appear in modules. Beyond that, the cleric, in our opinion, still sucks in comparison to the 2e Specialty Priest. We are, however, willing to give feedback on design decisons and aesthetics in hopes that the game will shape up into something we will want to buy and play. The only TSR/ WOTC settings that I like are Al Qadim, Darksun (original boxed set), Ravenloft, early Greyhawk (gazeteer and boxed set) and the Forgotten Realms (1e boxed set with some of the 2e setting stuff), and Mystara (minus the tortles). I won't touch Planescape, Spelljammer, Eberron, 4e Forgotten Realms, or the 4e default setting I am happy to tailor provided they make it easy to do. I don't want the hassle of having to fix their fluff when they start building default mechanical assumptions around it and it starts cutting off viable concepts, because the designers took the fluff and associated mechanics too far (I went that route with the first three editions and am done with it). The Draconic Heritage for the sorcerer is a great example, The designers decided it should be a gish and built into it additional training in armor all weapons and an additional +1 weapon bonus. By doing so, they have cut off the option for those that might draw inspiration from other fantasy sources and find a non-gish draconic heritage sorcerer to be an interesting concept. Essentially, the designers gave a big screw you to that player and many DMs by not providing an option to compensate the non-gish with something else more "sorcery" rebalance the heritage. Edit: The Monk in 1e and 3e is another example of designer fluff and mechanics getting in the way. With 3e I saw the ability to customize the Fighter and thought it was a wonderful. Then, I flipped to the monk and was severely disappointed that we did not get the same ability to customize the monk (Unearthed Arcana in 3.5 gave some customization with fighting styles, but we were still stuck with a base class with too many prescribed abilities that did not fit various individuals version of a monk). [/QUOTE]
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