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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="EzekielRaiden" data-source="post: 9586086" data-attributes="member: 6790260"><p>This and what [USER=82106]@AbdulAlhazred[/USER] said are big parts of my motivation for "skirmish" rules. I don't think 4e erred in making combat be "this needs to be meaningful, it needs to be story-rich and engaging in its own right" type stuff. But the fact is, <em>some</em> of the playerbase of D&D wants those amazing action sequences to be just a Sometimes Food, a special treat at the end of the dungeon or the like. Hence, even if it were truly <em>perfect</em> for its purpose at release (which it definitely wasn't), it would still have left a gap between designer intent and player desire for a meaningful, vocal, and important chunk of the base. Well-constructed skirmish rules would have filled that gap, making fast-paced conflicts that could still sap resources and make confrontation a risky play, without having to turn every "three goblins in a hallway" into an EPIC CINEMATIC MASTERPIECE OF AWESOME UPHEAVAL etc. <em>ad nauseam.</em></p><p></p><p>I do think that when a full battle map comes out, players should expect things to get exciting and dramatic. That's good, it means combats need to really <em>stand out.</em> But if the system does that, it needs to have rules for violent conflicts that <em>slowly add up</em> to standing out, but which are individually too small to be dramatic. The death by a thousand cuts rather than a single epic clash.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9586086, member: 6790260"] This and what [USER=82106]@AbdulAlhazred[/USER] said are big parts of my motivation for "skirmish" rules. I don't think 4e erred in making combat be "this needs to be meaningful, it needs to be story-rich and engaging in its own right" type stuff. But the fact is, [I]some[/I] of the playerbase of D&D wants those amazing action sequences to be just a Sometimes Food, a special treat at the end of the dungeon or the like. Hence, even if it were truly [I]perfect[/I] for its purpose at release (which it definitely wasn't), it would still have left a gap between designer intent and player desire for a meaningful, vocal, and important chunk of the base. Well-constructed skirmish rules would have filled that gap, making fast-paced conflicts that could still sap resources and make confrontation a risky play, without having to turn every "three goblins in a hallway" into an EPIC CINEMATIC MASTERPIECE OF AWESOME UPHEAVAL etc. [I]ad nauseam.[/I] I do think that when a full battle map comes out, players should expect things to get exciting and dramatic. That's good, it means combats need to really [I]stand out.[/I] But if the system does that, it needs to have rules for violent conflicts that [I]slowly add up[/I] to standing out, but which are individually too small to be dramatic. The death by a thousand cuts rather than a single epic clash. [/QUOTE]
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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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