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<blockquote data-quote="JohnSnow" data-source="post: 4194222" data-attributes="member: 32164"><p>Well, I voted 9.</p><p></p><p>I wouldn't kill, but it looks like 4E is addressing just about every real problem I've had with D&D since I started playing over 25 years ago.</p><p></p><p>Vancian magic is (mostly) gone - Check!</p><p>Starting characters are less likely to die randomly - Check!</p><p>Non-magical classes don't play backup to spellcasters - Check!</p><p>Fighter types have interesting options in combat - Check!</p><p>All classes are useful in combat - Check!</p><p>The Great Wheel is dead - Check!</p><p>DM prep looks quick, easy, and intuitive - Check!</p><p>Unified, straightforward resolution system - Check!</p><p></p><p>The thing is, I'd pretty much given up on 3e, and was playing OGL games, like <em>Iron Heroes</em>, but I was still stuck with Vancian magic. I hate Vancian magic. I've always hated Vancian magic. I even tried <em>Palladium Fantasy Roleplaying</em> because I hate Vancian magic. But all the other systems started fiddling with other things when they ditched Vancian magic. I was down to the point of writing my own magic system to merge with the <em>Iron Heroes</em> rules and actually get the game I wanted. It was shaping up to be a LOT of work.</p><p></p><p>Moreover, I've been trying to get my wife to be interested in playing D&D. She's interested but as I tried to explain some of the D&D "quirks" to her, I began to realize exactly how entrenched in itself the game had become. I challenge anyone here. Try explaining the Great Wheel (or Guardinals, or the Blood War, or numerous other "D&Disms") to anyone who hasn't been playing D&D for years. Watch the look in their eyes and you'll know why a lot of this stuff is getting the heave-ho. Better yet, try explaining hit points as anything other than heroic luck at avoiding serious injury and just watch the eyes roll.</p><p></p><p>In conversations with my wife, I often found myself saying "Well, in 4E, how it works is..." as I quoted from preview articles and books, like the <em>Design & Development</em> columns in <em>Dragon</em>, <em>Races & Classes</em> or <em>Worlds & Monsters</em>. Because as I gave the 3E version of "how stuff works," I was confronted by her saying "but that makes no sense!" or "gee, that seems like a lot of effort to no purpose..."</p><p></p><p>So, yeah...I'm behind 4E all the way. And, as a side benefit, the books at my game table will actually say <em>Dungeons & Dragons</em> on the cover again (as opposed to <em>Iron Heroes</em>, <em>True Sorcery</em> and the like...)</p></blockquote><p></p>
[QUOTE="JohnSnow, post: 4194222, member: 32164"] Well, I voted 9. I wouldn't kill, but it looks like 4E is addressing just about every real problem I've had with D&D since I started playing over 25 years ago. Vancian magic is (mostly) gone - Check! Starting characters are less likely to die randomly - Check! Non-magical classes don't play backup to spellcasters - Check! Fighter types have interesting options in combat - Check! All classes are useful in combat - Check! The Great Wheel is dead - Check! DM prep looks quick, easy, and intuitive - Check! Unified, straightforward resolution system - Check! The thing is, I'd pretty much given up on 3e, and was playing OGL games, like [i]Iron Heroes[/i], but I was still stuck with Vancian magic. I hate Vancian magic. I've always hated Vancian magic. I even tried [i]Palladium Fantasy Roleplaying[/i] because I hate Vancian magic. But all the other systems started fiddling with other things when they ditched Vancian magic. I was down to the point of writing my own magic system to merge with the [i]Iron Heroes[/i] rules and actually get the game I wanted. It was shaping up to be a LOT of work. Moreover, I've been trying to get my wife to be interested in playing D&D. She's interested but as I tried to explain some of the D&D "quirks" to her, I began to realize exactly how entrenched in itself the game had become. I challenge anyone here. Try explaining the Great Wheel (or Guardinals, or the Blood War, or numerous other "D&Disms") to anyone who hasn't been playing D&D for years. Watch the look in their eyes and you'll know why a lot of this stuff is getting the heave-ho. Better yet, try explaining hit points as anything other than heroic luck at avoiding serious injury and just watch the eyes roll. In conversations with my wife, I often found myself saying "Well, in 4E, how it works is..." as I quoted from preview articles and books, like the [i]Design & Development[/i] columns in [i]Dragon[/i], [i]Races & Classes[/i] or [i]Worlds & Monsters[/i]. Because as I gave the 3E version of "how stuff works," I was confronted by her saying "but that makes no sense!" or "gee, that seems like a lot of effort to no purpose..." So, yeah...I'm behind 4E all the way. And, as a side benefit, the books at my game table will actually say [i]Dungeons & Dragons[/i] on the cover again (as opposed to [i]Iron Heroes[/i], [i]True Sorcery[/i] and the like...) [/QUOTE]
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