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The D&D 4th edition Rennaissaince: A look into the history of the edition, its flaws and its merits
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<blockquote data-quote="TheSword" data-source="post: 9564177" data-attributes="member: 6879661"><p>5e does to some extent. Short rest cool downs were obviously taken from 4e. Before that point powers were limited by a number of uses per day or they weren’t. Nobody is saying it is identical to WoW they are saying it is influenced by it. It’s probably better to say inspired by MMORG be it WoW, Guild Wars or any of the others. I really don’t understand why it enrages fans of 4e. I’m not saying it makes it a worse game. Just not to everyone’s taste.</p><p></p><p>Perhaps this is related to your point on building blocks but when the wizard can use a power that can does 2d6 + Int in a 15’ cube, a fighter can do 2d6 + Str in a 15’ cube and a rogue can do 2d6 + Dex in a 15’ cube then folks are going to say powers are duplicated.</p><p></p><p>All this is to say. If you read my original post you will see that I said I’m sure 4e could fun when it isn’t being expected to carry the mantle of D&D. The argument was never that 4e wasn’t a well balanced, combat focused, board-game-like rpg. It was that it departed too far from what fans expectations of D&D were, on a whole host of issues.</p><p></p><p>You make very good points about why 4e failed. They might have been why the edition ended prematurely. I’m not sure most people got that deep Into it though. It’s simpler than that. In transplant terms the host rejected the edition for being too different.</p><p></p><p>You’re point about introductory adventures, that is crucial, they are incredibly important. They’re the shop display window of the system. Our group bought all the books, created characters, played an adventure we bought and at the end of the eight hour session, basically said were never doing <strong>this</strong> again. Then we found Pathfinder.</p><p></p><p>On a side note, dire adventures is why Eberron never became as big as the forgotten realms. Great ideas but no way of demonstrating how cool they were in practice.</p></blockquote><p></p>
[QUOTE="TheSword, post: 9564177, member: 6879661"] 5e does to some extent. Short rest cool downs were obviously taken from 4e. Before that point powers were limited by a number of uses per day or they weren’t. Nobody is saying it is identical to WoW they are saying it is influenced by it. It’s probably better to say inspired by MMORG be it WoW, Guild Wars or any of the others. I really don’t understand why it enrages fans of 4e. I’m not saying it makes it a worse game. Just not to everyone’s taste. Perhaps this is related to your point on building blocks but when the wizard can use a power that can does 2d6 + Int in a 15’ cube, a fighter can do 2d6 + Str in a 15’ cube and a rogue can do 2d6 + Dex in a 15’ cube then folks are going to say powers are duplicated. All this is to say. If you read my original post you will see that I said I’m sure 4e could fun when it isn’t being expected to carry the mantle of D&D. The argument was never that 4e wasn’t a well balanced, combat focused, board-game-like rpg. It was that it departed too far from what fans expectations of D&D were, on a whole host of issues. You make very good points about why 4e failed. They might have been why the edition ended prematurely. I’m not sure most people got that deep Into it though. It’s simpler than that. In transplant terms the host rejected the edition for being too different. You’re point about introductory adventures, that is crucial, they are incredibly important. They’re the shop display window of the system. Our group bought all the books, created characters, played an adventure we bought and at the end of the eight hour session, basically said were never doing [B]this[/B] again. Then we found Pathfinder. On a side note, dire adventures is why Eberron never became as big as the forgotten realms. Great ideas but no way of demonstrating how cool they were in practice. [/QUOTE]
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