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The Fate of D20 Modern
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<blockquote data-quote="ValhallaGH" data-source="post: 4337867" data-attributes="member: 41187"><p>You're wrong. Yes, a lot of 4e is about combat, but there are more pages in the player's handbook about role playing than there are in the entire combat chapter.</p><p>The DMG spends about 70 of it's 219 pages on combat, and that includes the sample adventure in the back. The rest of the book is about running games, the types of players, advice on table conventions, designing and running exciting <em>non combat</em> encounters, and how to get a good mix of combats and role playing to keep an entire table of diverse tastes interested and engaged with the entire story.</p><p>The monster manual focuses almost entirely on combat encounters, but that's what you bought it for. Cultural and role play aspects of opponents are entirely up to the setting / adventure plot; and there's still a great amount of advice about those subjects tucked into each monster's entry.</p><p></p><p>I'm not saying that a new 4th Edition-style Modern will be great, but I am really interested to see what the people that brought us 4th Edition decide to do with non fantasy gaming. I don't see how they could do anything like the d20 Modern class structure with the new engine, so I'm very curious to see how they deal with that issue and many others (automatic weapons, ranged versus melee attacks, high explosives, etc.).</p></blockquote><p></p>
[QUOTE="ValhallaGH, post: 4337867, member: 41187"] You're wrong. Yes, a lot of 4e is about combat, but there are more pages in the player's handbook about role playing than there are in the entire combat chapter. The DMG spends about 70 of it's 219 pages on combat, and that includes the sample adventure in the back. The rest of the book is about running games, the types of players, advice on table conventions, designing and running exciting [i]non combat[/i] encounters, and how to get a good mix of combats and role playing to keep an entire table of diverse tastes interested and engaged with the entire story. The monster manual focuses almost entirely on combat encounters, but that's what you bought it for. Cultural and role play aspects of opponents are entirely up to the setting / adventure plot; and there's still a great amount of advice about those subjects tucked into each monster's entry. I'm not saying that a new 4th Edition-style Modern will be great, but I am really interested to see what the people that brought us 4th Edition decide to do with non fantasy gaming. I don't see how they could do anything like the d20 Modern class structure with the new engine, so I'm very curious to see how they deal with that issue and many others (automatic weapons, ranged versus melee attacks, high explosives, etc.). [/QUOTE]
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