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The MAYA Design Principle, or Why D&D's Future is Probably Going to Look Mostly Like Its Past
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<blockquote data-quote="Staffan" data-source="post: 7613311" data-attributes="member: 907"><p>My impression is that 4e was to a large extent driven by some things that had been very well-received in various sourcebooks - more at-will abilities (warlock invocations, Reserve feats from some of the Complete books), abilities that could be used once per encounter (Tome of Magic, Tome of Battle), cool things for fighters to do other than just hit (Tome of Battle, Iron Heroes), some level of easy healing but with limits (there were quite a few abilities that allowed "free" recovery up to half hp in a short period of time), item levels instead of gold piece values (Magic item compendium), detailed encounters that used a lot of tactics ("Delve format" adventures, a lot of stuff from Dungeonscape). It's just that while all these things individually appealed to enfranchised players, the sum of them did not for some reason.</p></blockquote><p></p>
[QUOTE="Staffan, post: 7613311, member: 907"] My impression is that 4e was to a large extent driven by some things that had been very well-received in various sourcebooks - more at-will abilities (warlock invocations, Reserve feats from some of the Complete books), abilities that could be used once per encounter (Tome of Magic, Tome of Battle), cool things for fighters to do other than just hit (Tome of Battle, Iron Heroes), some level of easy healing but with limits (there were quite a few abilities that allowed "free" recovery up to half hp in a short period of time), item levels instead of gold piece values (Magic item compendium), detailed encounters that used a lot of tactics ("Delve format" adventures, a lot of stuff from Dungeonscape). It's just that while all these things individually appealed to enfranchised players, the sum of them did not for some reason. [/QUOTE]
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The MAYA Design Principle, or Why D&D's Future is Probably Going to Look Mostly Like Its Past
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