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So all these wacky arguments are still about 4e, right?
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<blockquote data-quote="Obryn" data-source="post: 6268919" data-attributes="member: 11821"><p>Must they be irreconcilable, though? I'm not so sure. </p><p></p><p>Stepping back into specifics, I gave up on martial healing and warlords in Next a long time ago. But I'm still interested, now. I got over it, especially once it became clear that D&D Next was no longer trying so hard to be D&D All. I think the designers deserve the chance to make the game they envision, and while a lot of parts still concern me, and it still doesn't look like it will end up as my main game, it'll at least have some parts that are new. </p><p></p><p>At this point, I'm trying to step back from the weird gaming philosophy stuff that I've focused too much on in the past, and focus more on working mechanics - what works, what doesn't, what's confusing, what makes my life as a DM easier or harder, etc. Ultimately, that will decide Next for me - what is it good at, how hard do I have to work for fun, and how all the pieces fit together as a complete game. Instead of, say, fretting about the meanings behind game mechanics, author vs. actor stance, etc. And from this perspective, most of these debates just look irrelevant, now. And I'm good with that.</p></blockquote><p></p>
[QUOTE="Obryn, post: 6268919, member: 11821"] Must they be irreconcilable, though? I'm not so sure. Stepping back into specifics, I gave up on martial healing and warlords in Next a long time ago. But I'm still interested, now. I got over it, especially once it became clear that D&D Next was no longer trying so hard to be D&D All. I think the designers deserve the chance to make the game they envision, and while a lot of parts still concern me, and it still doesn't look like it will end up as my main game, it'll at least have some parts that are new. At this point, I'm trying to step back from the weird gaming philosophy stuff that I've focused too much on in the past, and focus more on working mechanics - what works, what doesn't, what's confusing, what makes my life as a DM easier or harder, etc. Ultimately, that will decide Next for me - what is it good at, how hard do I have to work for fun, and how all the pieces fit together as a complete game. Instead of, say, fretting about the meanings behind game mechanics, author vs. actor stance, etc. And from this perspective, most of these debates just look irrelevant, now. And I'm good with that. [/QUOTE]
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So all these wacky arguments are still about 4e, right?
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