All of the races in the back of the 4e MM are playable which adds another dozen or so, including Gnomes.Not if you add in the PC-stated races from the 3.5 MM - all are PC-playable with the 3 core rules, as written, out of that book.
All of the races in the back of the 4e MM are playable which adds another dozen or so, including Gnomes.Not if you add in the PC-stated races from the 3.5 MM - all are PC-playable with the 3 core rules, as written, out of that book.
Because they weren't popular.but why sacrifice existing popular core races
Your market research must be impressive to make such claims.A sizable chunk of the core audience is getting off the train, and I'm not convinced that it's being replaced by a new core.
I always find it interesting when people use "evolve" in a context like this. Evolution involves major and rapid changes of form when the initial form is inadequate to survive in a changed environment. When it is too weak, too slow, or deficient in some way; rapid evolution isn't the mark of a superior being. Some forms have barely evolved at all over tens of millions of years, while others are nearly unrecognizable from their ancestors that far back. Would you say a whale is "better" than a crocodile because it has evolved more rapidly? Or is the crocodile "better" because it hasn't needed to evolve as much? What about the horseshoe crab? Evolution is not improvement. If you think D&D needs to evolve, then you are saying that D&D was unable to survive in its prior form.By the argument Darin raises here D&D could never evolve, we would be forever wedded to the concept and ideas of Gygax and co because finding ideas that may work better in a game are "change for change's sake".
By the argument Darin raises here D&D could never evolve, we would be forever wedded to the concept and ideas of Gygax and co because finding ideas that may work better in a game are "change for change's sake".
By the argument Darin raises here D&D could never evolve, we would be forever wedded to the concept and ideas of Gygax and co because finding ideas that may work better in a game are "change for change's sake".
Yeah, people don't get worked up about TV shows or (comic) books at all...Oh yeah, I totally agree with this. Roleplaying games are definitely games where the audience feels a sense of ownership in it. It isn't like other media, such as books, TV, or media, where you simply observe it.
So 3e D&D isn't D&D, then? You can hardly label the 3e change conservative. It happens to jibe with your preferences (and many others), but aside from the ability scores, HP, and vancian casting, it's a completely different game from what came before. Which caused a lot of players to jump off the train - you just don't see them here because this (and many other current D&D sites) were created to cater to people interested in 3e.People pour their own creativity into RPGs over a span of years and decades. I feel that this underscores the need to be conservative when making changes. While I might be able to accept the fact that I can't directly play a module from two editions ago without doing a lot of converting, there's a pretty good chance that I'm going to want the next edition to feel like a continuation of what I'm used to than a reinvention. I think you're always going to do better making minor but needed changes if you're keeping the same name. Reinventions constitute new products, hence the need for a new name.
Yes, I agree with this myself, but at the same time there's plenty of people who love the changes. Taste issues are hard to gauge, but I wonder if there would have been less resistance if WotC wasn't so pushy about completely changing the implied setting. Which frankly, the designers are a little bit too enamored with, and evangelical about. In any case, it creates an additional aspect for people to object to. It probably would have been better IMO to quietly retcon stuff than to trumpet loudly and often how the D&D world you've known is no longer in existance.On the other hand, I believe all those changes related to the implied setting are not only terrible, but a major part of what makes it "not D&D to me". They were never demanded, and create such weird situations that whole campaign settings are being destroyed and rebuilt to adapt to them (Forgotten Realms, I'm looking at you).
So 3e D&D isn't D&D, then? You can hardly label the 3e change conservative. It happens to jibe with your preferences (and many others), but aside from the ability scores, HP, and vancian casting, it's a completely different game from what came before. Which caused a lot of players to jump off the train - you just don't see them here because this (and many other current D&D sites) were created to cater to people interested in 3e.
No doubt about that. This is exactly what the Star Wars prequels and the new Indiana Jones movie ran into. Expectations were high based on Lucas's previous work but he went off in another direction. For what it's worth, I like two out of three of the prequel movies and I like the new Indiana Jones.(incidentally I think 3e had it much easier in terms of reception, in that the state of D&D was not very good when it came out - it's much harder to followup a success)
I disagree. Is it really evolution to take a roleplaying game, which is the fusion of fantasy simulation with strategic combat and strip out the simulationism? The race objection is a minor one with me really, my largest objection is that 4E gets away from what makes D&D different than strategic wargames or miniature games or computer games. 4E is a fantasy combat game not a fantasy roleplaying game. Perhapse one of the things that needs to be done is to define precisely what makes D&D its own entity. This would help inform current and future designers which sacred cows should and should not be slaughtered.
I disagree. Is it really evolution to take a roleplaying game, which is the fusion of fantasy simulation with strategic combat and strip out the simulationism?
The race objection is a minor one with me really, my largest objection is that 4E gets away from what makes D&D different than strategic wargames or miniature games or computer games. 4E is a fantasy combat game not a fantasy roleplaying game. Perhapse one of the things that needs to be done is to define precisely what makes D&D its own entity. This would help inform current and future designers which sacred cows should and should not be slaughtered.
My design philosophy, where the core rules are concerned anyway, is conservative. I'm not saying things shouldn't move forward. If 4E would have fixed the high level issue, made polymorph easier, incorporated action points, made grappling and other combat actions easier, then I'd probably be thrilled with it.
but don't go so far with the changes that it's barely recognizable as the same game.