Moniker said:
Personally, I like the measurements in squares instead of feet. It lends credit to an appeal for international gamers who want to measure in meters. For that matter, if a DM wanted to create some other type of measurement for the game to fit a specific flavor,(let's say "quadrants" as an example) 5 squares of movement could be five quadrants along the battlefield).
What I like about "squares" is that I can pretend it means "yards" (which is pretty close to a meter, but is a length I can visualize). Then suddenly, Poof! The room sizes and hallway widths make more sense!
Moniker said:
Obviously, there is a clear marketing effort by WotC to sell miniatures through their DnD franchise and specifically the DnD Minis franchise. It only behooves them to polinatae their products across both revenue channels.
Too bad the booster packs are still random. Worst idea ever, IMO. I'm a D&D player, not a minis collector, and in my game I need 6 orcs, 2 hill giants, a purple worm, 8 gnoll archers, etc. etc. - not whatever WotC feels like selling me.
WotC would get quite a few sales out of me (as opposed to zero) if packs were non-random. I don't like blaming WotC's trading card heritage for poor corporate decision-making, but I think this is a pretty good example of that very thing.
And now, to post to topic (

):
Vyvyan Basterd said:
But it my contention that the real soul and drama of D&D evolved from the imagination of the DMs.
Partly. It also has to come from the players, and the interaction between and among the group as a whole. The PCs aren't there to be entertained; they're equally responsible for the mood and drama at the table as the DM. Burning Wheel has some really inspiring rules for how to implement this mechanically (rules I am trying to adapt into my 3.75/SWSE/Iron Heroes game), but you don't have to have such rules for it to happen (though it really helps).
But as for your contention that soul & drama can't come from the rules, I think that's right. The rules can interfere with soul & drama (by being a headache, or unnecessarily complex), but once a certain threshold of simplicity, clarity and guidance is met, the rules can't offer you any more. It's up to the group to cross the finish line.
Benimoto said:
What I like about the wizard is the rewarding feeling you get when you've successfully picked the right spells for a given adventure and chose the perfect times to use them. I would consider that feeling, as well as the knowledge of all the weird little idiosyncrasies of the spells in 3.5 to be the soul of that sort of experience,
Very nice post, but what you have accurately noticed and described quite well is not "the soul" of D&D. It's simply the mental state called "Flow", indicating rules mastery (which is why it never happens when you pick up a new game system). Flow can be achieved while doing almost anything, so D&D 3E is hardly unique. Surfers, carpenters, writers, martial artists, factory line workers and even lawyers (like me) can achieve Flow while doing what they do. 4E will be no different, I am sure.
You can read more about Flow
here .