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Rule of Three: 7 Feb. 2014
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<blockquote data-quote="Primal" data-source="post: 6260650" data-attributes="member: 30678"><p>I can speak only for myself and the guys I game with, but like I've said on other threads, we just don't have *time* to tinker with the system. It's hard enough to find time to *play*, let alone try to write your own adventures. It was so much easier 20-25 years ago, but these days you've got lots of responsibilities at work and home. We get to play maybe once a month or two, so 6-12 times per year.</p><p></p><p>I want a complete game that gives me enough options and complexity, and yet is at least moderately easy to run. I don't want to spend time on rewriting or experimenting with stuff. </p><p></p><p>IMO Next reminds me a lot of AD&D with Skills & Powers books thrown into the mix, sans feats. Although with CPs (Character Points) you could actually create that Aragorn-like ranger who picks Lay on Hands from the paladin's list. Anyway. I still have my binders full of house-rules; I could always play AD&D, if I want to try a simpler and more streamlined system than 3E, 4E or Pathfinder. Or, even better yet, I could just buy an indie RPG or a D&D retroclone.</p><p></p><p>As far as modularity goes, 4E and Pathfinder have moving parts that don't dramatically affect gameplay, yet enable more versatility and character customization. For example, you can have a core fighter at the same table with a cleric who uses variant channeling and has an archetype plus a couple of traits. In 4E you might have a knight adventuring with a dhampir runepriest and a shadar-kai blackguard who only has boons. It looks to me that it won't be as simple in Next, since every DM is supposed to make the game their "own", and explore different optional rules (modules, dials, switches, etc.). You guys don't use the tactical combat module and feats, yet you use the skill module and mana point switch? Alright, I guess I'll have to create a new wizard for your game, since mine is incompatible with your table rules.</p><p></p><p>I know that every group house-rules stuff a bit (we had whole binders back in AD&D). Not every 4E DM accepts Essentials characters, or a Pathfinder GM might ouright reject gunslingers or hellknights at his table. It happens. However, it looks to me that Next seems to *encourage* this sort of stuff by its design philosophy, i.e. by providing a simple set of core rules and tools/modules for DMs to tinker and rewrite stuff with. Didn't Mike even publicly say so in a L&L article a few weeks ago, that DMG will include optional modules/dials/switches/whatever and that they're encouraging people to experiment with Next? IMO that means that it's once again harder to play at other DMs' campaigns, because the rules might vary a lot from group to group (as it often did, at lest IME, when we were playing AD&D). </p><p></p><p>Anyhow, I want something more than a bastard child of 3E and AD&D, with some genes stolen from 4E. And the core game looks to be a bit too simple and bland for my group's tastes without tinkering and/or adding modules. It may run smoothly and quickly, but if I want that, I still have my house-ruled BECMI on my bookshelf.</p><p></p><p>Maybe I'm just not part of their target demographic? *shrug*</p></blockquote><p></p>
[QUOTE="Primal, post: 6260650, member: 30678"] I can speak only for myself and the guys I game with, but like I've said on other threads, we just don't have *time* to tinker with the system. It's hard enough to find time to *play*, let alone try to write your own adventures. It was so much easier 20-25 years ago, but these days you've got lots of responsibilities at work and home. We get to play maybe once a month or two, so 6-12 times per year. I want a complete game that gives me enough options and complexity, and yet is at least moderately easy to run. I don't want to spend time on rewriting or experimenting with stuff. IMO Next reminds me a lot of AD&D with Skills & Powers books thrown into the mix, sans feats. Although with CPs (Character Points) you could actually create that Aragorn-like ranger who picks Lay on Hands from the paladin's list. Anyway. I still have my binders full of house-rules; I could always play AD&D, if I want to try a simpler and more streamlined system than 3E, 4E or Pathfinder. Or, even better yet, I could just buy an indie RPG or a D&D retroclone. As far as modularity goes, 4E and Pathfinder have moving parts that don't dramatically affect gameplay, yet enable more versatility and character customization. For example, you can have a core fighter at the same table with a cleric who uses variant channeling and has an archetype plus a couple of traits. In 4E you might have a knight adventuring with a dhampir runepriest and a shadar-kai blackguard who only has boons. It looks to me that it won't be as simple in Next, since every DM is supposed to make the game their "own", and explore different optional rules (modules, dials, switches, etc.). You guys don't use the tactical combat module and feats, yet you use the skill module and mana point switch? Alright, I guess I'll have to create a new wizard for your game, since mine is incompatible with your table rules. I know that every group house-rules stuff a bit (we had whole binders back in AD&D). Not every 4E DM accepts Essentials characters, or a Pathfinder GM might ouright reject gunslingers or hellknights at his table. It happens. However, it looks to me that Next seems to *encourage* this sort of stuff by its design philosophy, i.e. by providing a simple set of core rules and tools/modules for DMs to tinker and rewrite stuff with. Didn't Mike even publicly say so in a L&L article a few weeks ago, that DMG will include optional modules/dials/switches/whatever and that they're encouraging people to experiment with Next? IMO that means that it's once again harder to play at other DMs' campaigns, because the rules might vary a lot from group to group (as it often did, at lest IME, when we were playing AD&D). Anyhow, I want something more than a bastard child of 3E and AD&D, with some genes stolen from 4E. And the core game looks to be a bit too simple and bland for my group's tastes without tinkering and/or adding modules. It may run smoothly and quickly, but if I want that, I still have my house-ruled BECMI on my bookshelf. Maybe I'm just not part of their target demographic? *shrug* [/QUOTE]
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