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Predict the Future: How will what we have today EVOLVE INTO 5th Edition?
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<blockquote data-quote="Dannager" data-source="post: 4557112" data-attributes="member: 73683"><p>I think you're pretty much as wrong as can be, here, with all respect.</p><p></p><p>I'm not sure where you got the idea that the power system of 4E makes D&D and less "generic". It doesn't.</p><p></p><p>I'm also not sure where you got the idea that 4E is an Exalted-style game. It's not.</p><p></p><p>D&D is, and has always been, about heroic characters. The PCs are normal people, in the sense that they aren't necessarily born into a deity-driven destiny, but they're heroes. They aren't necessarily unique, but they are stand-outs. They don't need a special back story to explain each power, just like previous editions of D&D didn't need a back story to explain Wizards adding new spells to their arsenal after reaching a new level. The powers can all be re-flavored to whatever you want if for some reason you don't think there's enough back story to justify their existence.</p><p></p><p>Are you taking the word "power" literally? These aren't supernatural abilities, necessarily. A rogue's Sly Flourish is just a special technique that he picked up. A Warlord's Inspiring Word is simply his ability to hearten his allies with a rousing cry. An extended rest heals completely because in D&D you aren't assumed to take serious wounds. You either take your punches heroically and suffer superficial injuries that you're able to shrug off after a short while, or you're done in by a particularly devastating attack (and, as a side note, taking multiple days to heal up wasn't any fun anyway). Some other people from your race have these powers - the other heroic adventurers or dark villains. Most people aren't adventurers or villains, though.</p><p></p><p>D&D was never as "vanilla" as you imply. Powers are simply a natural extension of the spellcasting mechanic to other classes: fun, unique abilities that provide tactically interesting options during combat - options that expand with experience.</p><p></p><p>D&D now supports just as many peoples' playstyles as previous editions have. The idea that somehow a major shift in philosophy was made that alienated half the gaming population is a myth. There are, and always will be, a minority of people who, for whatever reason, don't like the current edition. There will also always be a group of people who didn't like the <em>last</em> edition but enjoy the new one. And above all, even if there were a mythical gamer schism, it would not be caused by the lack of "generic-ness" you perceive in 4th Edition.</p><p></p><p>Just my two cents.</p><p></p><p>Now, as to the topic of this thread, I think we're going to see a smooth, natural evolution of the hobby. Nothing as extreme as the death of face-to-face tabletop gaming or online components, but a continued progression of both. The online medium will continue to be explored as a tool for facilitating gaming. Mechanically, the class system will remain, powers will make an appearance, and we will not see a return to the caster-dominated system of D&D past. Rules will remain tight, and I expect that the novel idea of skill challenges will be worked on heavily in order to make it better.</p><p></p><p>All in all, I expect 5th Edition to be an incrementally smaller change from 4E than 4E was from 3.5E.</p></blockquote><p></p>
[QUOTE="Dannager, post: 4557112, member: 73683"] I think you're pretty much as wrong as can be, here, with all respect. I'm not sure where you got the idea that the power system of 4E makes D&D and less "generic". It doesn't. I'm also not sure where you got the idea that 4E is an Exalted-style game. It's not. D&D is, and has always been, about heroic characters. The PCs are normal people, in the sense that they aren't necessarily born into a deity-driven destiny, but they're heroes. They aren't necessarily unique, but they are stand-outs. They don't need a special back story to explain each power, just like previous editions of D&D didn't need a back story to explain Wizards adding new spells to their arsenal after reaching a new level. The powers can all be re-flavored to whatever you want if for some reason you don't think there's enough back story to justify their existence. Are you taking the word "power" literally? These aren't supernatural abilities, necessarily. A rogue's Sly Flourish is just a special technique that he picked up. A Warlord's Inspiring Word is simply his ability to hearten his allies with a rousing cry. An extended rest heals completely because in D&D you aren't assumed to take serious wounds. You either take your punches heroically and suffer superficial injuries that you're able to shrug off after a short while, or you're done in by a particularly devastating attack (and, as a side note, taking multiple days to heal up wasn't any fun anyway). Some other people from your race have these powers - the other heroic adventurers or dark villains. Most people aren't adventurers or villains, though. D&D was never as "vanilla" as you imply. Powers are simply a natural extension of the spellcasting mechanic to other classes: fun, unique abilities that provide tactically interesting options during combat - options that expand with experience. D&D now supports just as many peoples' playstyles as previous editions have. The idea that somehow a major shift in philosophy was made that alienated half the gaming population is a myth. There are, and always will be, a minority of people who, for whatever reason, don't like the current edition. There will also always be a group of people who didn't like the [I]last[/I] edition but enjoy the new one. And above all, even if there were a mythical gamer schism, it would not be caused by the lack of "generic-ness" you perceive in 4th Edition. Just my two cents. Now, as to the topic of this thread, I think we're going to see a smooth, natural evolution of the hobby. Nothing as extreme as the death of face-to-face tabletop gaming or online components, but a continued progression of both. The online medium will continue to be explored as a tool for facilitating gaming. Mechanically, the class system will remain, powers will make an appearance, and we will not see a return to the caster-dominated system of D&D past. Rules will remain tight, and I expect that the novel idea of skill challenges will be worked on heavily in order to make it better. All in all, I expect 5th Edition to be an incrementally smaller change from 4E than 4E was from 3.5E. [/QUOTE]
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