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<blockquote data-quote="pemerton" data-source="post: 3862609" data-attributes="member: 42582"><p>FireLance, Geron - thanks for the replies!</p><p></p><p></p><p>Agreed.</p><p></p><p></p><p>I think that WoTC have formed a view about the way D&D tends to be played, and are designing around it. Exploration is out - rapid-paced challenges are in.</p><p></p><p></p><p>Alternatively, its about making the mechanics fit the way the game is typically played.</p><p></p><p></p><p>To make this sort of play fit with 4e, what would be needed is a system of "information gathering challenges" in which every player's PC is able to play a meaningful round on every turn. Maybe the social encounter mechanics will handle it. Even then, I doubt that it will become the norm for most play groups.</p><p></p><p></p><p></p><p>This is the reason why I suspect it won't become the norm - a lot of groups don't find that sort of play very interesting. Of course, some do. I don't believe that 4e is being written for them.</p><p></p><p></p><p>That's just my point. The player-choice story about save-or-die assumes a certain set of metagame priorities which (I believe) are not those of the majority.</p><p></p><p></p><p>What this highlight, IMO, is an inconsistency in the DMG's demographic rules and the basic encounter design/reward mechanism of D&D. It's not surprising to me that most play groups go with the latter, and put the demographics to one side.</p></blockquote><p></p>
[QUOTE="pemerton, post: 3862609, member: 42582"] FireLance, Geron - thanks for the replies! Agreed. I think that WoTC have formed a view about the way D&D tends to be played, and are designing around it. Exploration is out - rapid-paced challenges are in. Alternatively, its about making the mechanics fit the way the game is typically played. To make this sort of play fit with 4e, what would be needed is a system of "information gathering challenges" in which every player's PC is able to play a meaningful round on every turn. Maybe the social encounter mechanics will handle it. Even then, I doubt that it will become the norm for most play groups. This is the reason why I suspect it won't become the norm - a lot of groups don't find that sort of play very interesting. Of course, some do. I don't believe that 4e is being written for them. That's just my point. The player-choice story about save-or-die assumes a certain set of metagame priorities which (I believe) are not those of the majority. What this highlight, IMO, is an inconsistency in the DMG's demographic rules and the basic encounter design/reward mechanism of D&D. It's not surprising to me that most play groups go with the latter, and put the demographics to one side. [/QUOTE]
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