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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="Tigris" data-source="post: 9572224" data-attributes="member: 7043270"><p>I linked first to this video. Also when you watch the full video the designers also say that they did NOT take much inspiration from WoW at all. (Lead designer even only played WoW for like 3 hours. Even roles come from a different place). Yes it should be "more familiar with", but this does not mean it is MMO based gameplay. This is a huge difference! Cherry picking 1 sentence and ignoring everything else said does not make the point more true.</p><p></p><p></p><p>The gameplay was more streamlined, it used modern clear wording for abilities (from magic the gathering). The game was made easier to understand for people not already familiar to D&D. (This includes people coming from MMOs as well as other newcomers.)</p><p></p><p></p><p>Rodney Thompson also does not have a political gain from making 5E sound bad. Mearls has a big gain from shifting the blame of 4E to others (away from him). This is a big difference. (This does not mean Mearls lies, its natural that you try to believe things which are better for you. You see this often when you look at stories from different viewpoints).</p><p></p><p></p><p>Also no development team is different from design team. And yes they "should" understand the design, but this is not guaranteed.</p><p></p><p></p><p>When you look at the first released 4E adventurers it is clear that the 4E design was not really understood (most likely also because of time pressure from above but still).</p><p></p><p></p><p></p><p></p><p>Well this IS a design goal. Power progression IS important in RPGs (like D&D) and absolutely wanted. And the best way to show power progression is to let players wipe the floor with enemies, against which they struggled some levels before.</p><p></p><p></p><p>Players WANT progress. Thats why nowadays even shooter have XP, levels, unlocking new weapons etc. Because that is fundamentally something most players want.</p></blockquote><p></p>
[QUOTE="Tigris, post: 9572224, member: 7043270"] I linked first to this video. Also when you watch the full video the designers also say that they did NOT take much inspiration from WoW at all. (Lead designer even only played WoW for like 3 hours. Even roles come from a different place). Yes it should be "more familiar with", but this does not mean it is MMO based gameplay. This is a huge difference! Cherry picking 1 sentence and ignoring everything else said does not make the point more true. The gameplay was more streamlined, it used modern clear wording for abilities (from magic the gathering). The game was made easier to understand for people not already familiar to D&D. (This includes people coming from MMOs as well as other newcomers.) Rodney Thompson also does not have a political gain from making 5E sound bad. Mearls has a big gain from shifting the blame of 4E to others (away from him). This is a big difference. (This does not mean Mearls lies, its natural that you try to believe things which are better for you. You see this often when you look at stories from different viewpoints). Also no development team is different from design team. And yes they "should" understand the design, but this is not guaranteed. When you look at the first released 4E adventurers it is clear that the 4E design was not really understood (most likely also because of time pressure from above but still). Well this IS a design goal. Power progression IS important in RPGs (like D&D) and absolutely wanted. And the best way to show power progression is to let players wipe the floor with enemies, against which they struggled some levels before. Players WANT progress. Thats why nowadays even shooter have XP, levels, unlocking new weapons etc. Because that is fundamentally something most players want. [/QUOTE]
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