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Possibly dumb poll: Playing vs. Running D&D Editions
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<blockquote data-quote="SenseiMike" data-source="post: 4479509" data-attributes="member: 77571"><p>Personally, I've never considered 3.x as a backward step. Some things I weren't too pleased with, but at least it was fairly customizable to my tastes. But I see this comparison to the complaints about 4E and I find the premise to be wrong. 4E is a different game with many of the trappings of the previous editions but locked into a different paradigm, all of which stems from an overriding altruistic approach to the game that believes that players only surmounting obstacles that are specifically tailored to them is the only way they're going to have fun. </p><p> </p><p>Pg. 28 of the DMG, under the little segment Tips from the "Pros" details how one of the game's writers, James Wyatt, played a game with his 9 year old boy, who promptly took control of the game. He said that he was going to find a trap around a statue, set it off, take some damage, and there would be a treasure there guarding it. This quaint form of indulgence is the fundamental premise that guides everything there is about 4E. It seems to me that the boy knew full well that his father wasn't going to kill off his character, that no matter what kind of trap he might lay for him the rules do not include any trap that would be particularly debilitating or deadly. From the specific tailoring of the classes toward an interdependently rigid paradigm of Defender, Striker, Controller, and Leader, to the banning of instant death traps and the general forbiddence of placing encounters next to high cliffs in case the PCs should happen to fall to a grisly demise. </p><p> </p><p>There are a ton of other problems I have with the game, but this is where it all begins. To me, High Adventure involves High Risk, a concept that, surprisingly, seems to have eluded Wizards of the Coast. Mechanically, there are other problems that someone else months ago pointed out (the premise of Encounter Powers, the weakness of the Wizard, etc.), but there are concepts that I would adopt for my own game should I decide to go strictly for a battle-mat model. </p><p> </p><p>My primary game that I and my players currently play is Legend of the Five Rings, Revised 3rd Edition. It's too bad you didn't have that one up there on the poll, because this game will put hair on your chest.</p></blockquote><p></p>
[QUOTE="SenseiMike, post: 4479509, member: 77571"] Personally, I've never considered 3.x as a backward step. Some things I weren't too pleased with, but at least it was fairly customizable to my tastes. But I see this comparison to the complaints about 4E and I find the premise to be wrong. 4E is a different game with many of the trappings of the previous editions but locked into a different paradigm, all of which stems from an overriding altruistic approach to the game that believes that players only surmounting obstacles that are specifically tailored to them is the only way they're going to have fun. Pg. 28 of the DMG, under the little segment Tips from the "Pros" details how one of the game's writers, James Wyatt, played a game with his 9 year old boy, who promptly took control of the game. He said that he was going to find a trap around a statue, set it off, take some damage, and there would be a treasure there guarding it. This quaint form of indulgence is the fundamental premise that guides everything there is about 4E. It seems to me that the boy knew full well that his father wasn't going to kill off his character, that no matter what kind of trap he might lay for him the rules do not include any trap that would be particularly debilitating or deadly. From the specific tailoring of the classes toward an interdependently rigid paradigm of Defender, Striker, Controller, and Leader, to the banning of instant death traps and the general forbiddence of placing encounters next to high cliffs in case the PCs should happen to fall to a grisly demise. There are a ton of other problems I have with the game, but this is where it all begins. To me, High Adventure involves High Risk, a concept that, surprisingly, seems to have eluded Wizards of the Coast. Mechanically, there are other problems that someone else months ago pointed out (the premise of Encounter Powers, the weakness of the Wizard, etc.), but there are concepts that I would adopt for my own game should I decide to go strictly for a battle-mat model. My primary game that I and my players currently play is Legend of the Five Rings, Revised 3rd Edition. It's too bad you didn't have that one up there on the poll, because this game will put hair on your chest. [/QUOTE]
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