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General Tabletop Discussion
*Dungeons & Dragons
Speculation about "the feelz" of D&D 4th Edition
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<blockquote data-quote="Caliburn101" data-source="post: 7023990" data-attributes="member: 6802178"><p>4th Edition was a massive departure from the continuum of certain core elements of the D&D from 1st Edition onwards, and 5th has stepped back into that line of progression once again.</p><p></p><p>I would agree that a lot of the book keeping was discarded in 4th, but whilst this could have saved time at the table (the best reason to drop it I would argue), it introduced other elements which were time sinks in and of themselves, so this particular potential benefit was not realised when looking at it holistically.</p><p></p><p>4th played more like a pen and paper MMO and reminded me of the formulaic nature of tabletop wargames. I certainly saw far, far more 4th Edition games running at clubs using figures and maps than any other edition. In fact, there was a feeling generally that running it using TotM was a stretch to keep track of in one's head when running 4th.</p><p></p><p>I know a lot of people liked 4th Edition for various factors, but I found it clunky and time consuming in a way which didn't add to the collective 'suspension of disbelief' required of TotM. This I think was both it's strength and weakness simultaneously.</p><p></p><p>Let's be even handed though; on a core-crunch basis, 4th Edition was largely D&D only in name. Whilst fluff-wise one could successfully argue it was D&D, those feeling like it 'didn't feel like D&D' were correct when considering that most people regard both fluff and crunch as parts of the whole. If you fundamentally change the way a mechanic works but call it the same thing - is it still the same?</p><p></p><p>Not really...</p><p></p><p>It certainly didn't feel like D&D to me, nor indeed for anyone I know - but for what it set out to do, it catered for a certain style of play fairly well, and as a game in it's own right gave players and GMs the opportunity to run a new style of fantasy rpg.</p></blockquote><p></p>
[QUOTE="Caliburn101, post: 7023990, member: 6802178"] 4th Edition was a massive departure from the continuum of certain core elements of the D&D from 1st Edition onwards, and 5th has stepped back into that line of progression once again. I would agree that a lot of the book keeping was discarded in 4th, but whilst this could have saved time at the table (the best reason to drop it I would argue), it introduced other elements which were time sinks in and of themselves, so this particular potential benefit was not realised when looking at it holistically. 4th played more like a pen and paper MMO and reminded me of the formulaic nature of tabletop wargames. I certainly saw far, far more 4th Edition games running at clubs using figures and maps than any other edition. In fact, there was a feeling generally that running it using TotM was a stretch to keep track of in one's head when running 4th. I know a lot of people liked 4th Edition for various factors, but I found it clunky and time consuming in a way which didn't add to the collective 'suspension of disbelief' required of TotM. This I think was both it's strength and weakness simultaneously. Let's be even handed though; on a core-crunch basis, 4th Edition was largely D&D only in name. Whilst fluff-wise one could successfully argue it was D&D, those feeling like it 'didn't feel like D&D' were correct when considering that most people regard both fluff and crunch as parts of the whole. If you fundamentally change the way a mechanic works but call it the same thing - is it still the same? Not really... It certainly didn't feel like D&D to me, nor indeed for anyone I know - but for what it set out to do, it catered for a certain style of play fairly well, and as a game in it's own right gave players and GMs the opportunity to run a new style of fantasy rpg. [/QUOTE]
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