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[Those who like 4ed] What has been lost?
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<blockquote data-quote="DreadPirateMurphy" data-source="post: 5008401" data-attributes="member: 20715"><p>I have yet to play in 4th edition, so I won't comment on anything except that with which I have direct experience.</p><p></p><p>1) The core rule books and most especially the packaged adventures are less fun to read than those of previous editions. Heck, I can still go back to my PDF of the 1st ed. DMG and enjoy poking around for quirky stuff. Prose has been largely supplanted by encounter details, stat blocks, and descriptions of mechanical effects.</p><p></p><p>2) Since I'm not playing right now, I can't justify a subscription to Wizards electronic content. The thrill of getting Dragon magazine in the mail used to be worth the subscription by itself.</p><p></p><p>3) Never has magic been more boring. By making it so balanced, consistent, and explicit, they have eliminated any reason to call it magic. In a world where magic is as regular as physics, why would anybody break it out as a seperate sphere of study?</p><p></p><p>4) Bad rules can encourage DMs to improvise, create house rules, and generally add uniqueness to the game. I'm not suggesting we need more bad rules...but having such a polished system does remove some of that incentive.</p></blockquote><p></p>
[QUOTE="DreadPirateMurphy, post: 5008401, member: 20715"] I have yet to play in 4th edition, so I won't comment on anything except that with which I have direct experience. 1) The core rule books and most especially the packaged adventures are less fun to read than those of previous editions. Heck, I can still go back to my PDF of the 1st ed. DMG and enjoy poking around for quirky stuff. Prose has been largely supplanted by encounter details, stat blocks, and descriptions of mechanical effects. 2) Since I'm not playing right now, I can't justify a subscription to Wizards electronic content. The thrill of getting Dragon magazine in the mail used to be worth the subscription by itself. 3) Never has magic been more boring. By making it so balanced, consistent, and explicit, they have eliminated any reason to call it magic. In a world where magic is as regular as physics, why would anybody break it out as a seperate sphere of study? 4) Bad rules can encourage DMs to improvise, create house rules, and generally add uniqueness to the game. I'm not suggesting we need more bad rules...but having such a polished system does remove some of that incentive. [/QUOTE]
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[Those who like 4ed] What has been lost?
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