GreyLord
Legend
I admit, when [notranslate]Pathfinder[/notranslate] came out I actually went and played 4e. I was sick of some of the things with how the 3.X series of D&D did things. Some of it didn't appeal to me with the way they did their fast advancement, so many classes that they didn't keep track of them (or if they did, didn't really pay heed to how munchkins abused them), and a bunch of player entitlement issues with some of the groups. 4e slowed down advancement some, made classes more restrictive (class actually MEANT something rather than simply being a skill set), and skills were actually simpler in how they were handled.
This isn't meant to dish on 3e or 3.5 at all, merely stating why I was actually happy with 4e. However, with the power system, at higher levels it actually could become a pain as DM to keep track of all the powers that players were using. In 3.5 creating NPCs and other things may have taken more time prior to the game, and monsters were much easier to handle in 4e, BUT the actual keeping track of what all the characters could do and had at their disposal got much more complex over 10th level in 4e.
I still enjoy 3.5 core, but I think there were many things I was burned out on with 3.5 overall so didn't actually make the move to PF. However, when I did move to PF, it didn't kill my interest in 4e, but it DID make me decide that if I ever play 3.5 I WANT many of the things that it has in my 3.5 game. One of the things I like about PF is that it had several conventions that moved it more towards the realm of an older school gamer.
For starters, it had options written in (aka, it wasn't DM houserule/creation, it was actually a rule option) with slower advancement. You could slow it far down in how fast they advanced to a more comfortable speed (for me at least). What was great about this was that if someone wanted to run a game with the fast advancement of 3.5, they could do that as well. That's awesome. It has the options to appeal both to the fast XP and slow XP folks.
Next, it strengthened the class archetype. This didn't totally kill the aspect that those who wanted to be more munchkiny or utilize classes more as skill bundles, could. In fact they could still do it as much as they wanted, but the way they handled classes it strengthened the class archetype itself. Sure, you still can break the game as a munckin, but the classes on their own have many options to make you stick as a wizard or fighter, or whatever you chose.
If it had some sort of basic option that was similar to C&C, I'd say PF may even have captured the appeal for all my ranges of play. Still, it has options which I think can appeal across the medium to many different groups of players. NOT ALL of them, but more than straight 3.5 does at this point in my opinion.
It doesn't replace AD&D or older editions, but it has something about it that adds to the options and appeal to it.
I still enjoy 4e also, so I'm not siding on one group or another, but PF has something about it that I think the creators of DDN should look at.
I don't want them to create another PF. I ALREADY HAVE PATHFINDER. However, the thread on how complicated the character builds in DDN are already, got me thinking. We don't know that this is going to be the default, but from appearances they are trying to appeal to certain crowds and forgetting others exist. [notranslate]Pathfinder[/notranslate] is far from perfect, but I think there are some lessons there that they could utilize.
Give more options and LABEL them as options. Things such as very simple character creation (maybe something akin to what C&C does, or even pared down further, no skill type ideas, no packages, nothing like that).
Something with fast and slower advancements, maybe something with using skill bundles as the idea without classes, or something that makes it so that instead of damage dice, maybe have it so there are set damage dice ideas with skills for those who enjoy that aspect of 4e.
Maybe that's what will turn out, but currently it doesn't look like that's the way they are headed. I think this could have at least been a slam dunk with how they could create a game with appeal (even if not all would try it) for those of many editions, but the way it's going currently I'm not seeing them doing that.
PF mainly is played by 3.5/3e gamers in all honesty. However I think it has designs that DO have an appeal for a broader audience.
It's that design idea in mind that I wish they'd use for DDN.
This isn't meant to dish on 3e or 3.5 at all, merely stating why I was actually happy with 4e. However, with the power system, at higher levels it actually could become a pain as DM to keep track of all the powers that players were using. In 3.5 creating NPCs and other things may have taken more time prior to the game, and monsters were much easier to handle in 4e, BUT the actual keeping track of what all the characters could do and had at their disposal got much more complex over 10th level in 4e.
I still enjoy 3.5 core, but I think there were many things I was burned out on with 3.5 overall so didn't actually make the move to PF. However, when I did move to PF, it didn't kill my interest in 4e, but it DID make me decide that if I ever play 3.5 I WANT many of the things that it has in my 3.5 game. One of the things I like about PF is that it had several conventions that moved it more towards the realm of an older school gamer.
For starters, it had options written in (aka, it wasn't DM houserule/creation, it was actually a rule option) with slower advancement. You could slow it far down in how fast they advanced to a more comfortable speed (for me at least). What was great about this was that if someone wanted to run a game with the fast advancement of 3.5, they could do that as well. That's awesome. It has the options to appeal both to the fast XP and slow XP folks.
Next, it strengthened the class archetype. This didn't totally kill the aspect that those who wanted to be more munchkiny or utilize classes more as skill bundles, could. In fact they could still do it as much as they wanted, but the way they handled classes it strengthened the class archetype itself. Sure, you still can break the game as a munckin, but the classes on their own have many options to make you stick as a wizard or fighter, or whatever you chose.
If it had some sort of basic option that was similar to C&C, I'd say PF may even have captured the appeal for all my ranges of play. Still, it has options which I think can appeal across the medium to many different groups of players. NOT ALL of them, but more than straight 3.5 does at this point in my opinion.
It doesn't replace AD&D or older editions, but it has something about it that adds to the options and appeal to it.
I still enjoy 4e also, so I'm not siding on one group or another, but PF has something about it that I think the creators of DDN should look at.
I don't want them to create another PF. I ALREADY HAVE PATHFINDER. However, the thread on how complicated the character builds in DDN are already, got me thinking. We don't know that this is going to be the default, but from appearances they are trying to appeal to certain crowds and forgetting others exist. [notranslate]Pathfinder[/notranslate] is far from perfect, but I think there are some lessons there that they could utilize.
Give more options and LABEL them as options. Things such as very simple character creation (maybe something akin to what C&C does, or even pared down further, no skill type ideas, no packages, nothing like that).
Something with fast and slower advancements, maybe something with using skill bundles as the idea without classes, or something that makes it so that instead of damage dice, maybe have it so there are set damage dice ideas with skills for those who enjoy that aspect of 4e.
Maybe that's what will turn out, but currently it doesn't look like that's the way they are headed. I think this could have at least been a slam dunk with how they could create a game with appeal (even if not all would try it) for those of many editions, but the way it's going currently I'm not seeing them doing that.
PF mainly is played by 3.5/3e gamers in all honesty. However I think it has designs that DO have an appeal for a broader audience.
It's that design idea in mind that I wish they'd use for DDN.