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[Was]Forked Thread: GTS 2009 D&D Seminar : [Is] Playstyle & Evolution Discussion
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<blockquote data-quote="Remathilis" data-source="post: 4759150" data-attributes="member: 7635"><p>First shot: I agree with all of your suggestions, except the mini-less combat. At this point, I'm willing to chalk that up to lost, due to the amount of work needed to replace all that mini's terminology.</p><p></p><p>Secondly, I guess my point is that most of that stuff is "second year" D&D stuff. When we learn to play D&D, most of us learn the combat rules first, and roleplaying (by that, I mean storytelling, narrative elements, well-rounded characterization, and campaign structure) follows afterward. That's kinda what Rouse said; DMG 1 focuses on "fighting your way to level 30" while DMG2 will address "yeah, but what if we don't WANT to fight?" game questions. </p><p></p><p>Many of the topics you address are touched on (not in detail, but there) in 4e's DMG. They're addressed much better than 2e's DMG or even 3e's! Part of the Beauty/Failure of the Tiered Release system is that we've grown impatient; we want 4e to be a wonderful/robust as D&D was at the end of one of its product cycles (AD&D, 2e, or 3e) so when we don't see X (X being druids, frost giants, or guidelines of creating compelling narratives) we get upset. </p><p></p><p>(As an aside, I recall waiting 3 months to get my 3e books, I can only imagine waiting 3 years to get the AD&D 1e core rules!)</p><p></p><p>So I'm hoping DMG2 has all the things you mentioned; but I believe that is solidly DMG2 material. Let freshmen year D&D be about monsters and phat loot, once the boys grow tired of that, give the good stuff.</p></blockquote><p></p>
[QUOTE="Remathilis, post: 4759150, member: 7635"] First shot: I agree with all of your suggestions, except the mini-less combat. At this point, I'm willing to chalk that up to lost, due to the amount of work needed to replace all that mini's terminology. Secondly, I guess my point is that most of that stuff is "second year" D&D stuff. When we learn to play D&D, most of us learn the combat rules first, and roleplaying (by that, I mean storytelling, narrative elements, well-rounded characterization, and campaign structure) follows afterward. That's kinda what Rouse said; DMG 1 focuses on "fighting your way to level 30" while DMG2 will address "yeah, but what if we don't WANT to fight?" game questions. Many of the topics you address are touched on (not in detail, but there) in 4e's DMG. They're addressed much better than 2e's DMG or even 3e's! Part of the Beauty/Failure of the Tiered Release system is that we've grown impatient; we want 4e to be a wonderful/robust as D&D was at the end of one of its product cycles (AD&D, 2e, or 3e) so when we don't see X (X being druids, frost giants, or guidelines of creating compelling narratives) we get upset. (As an aside, I recall waiting 3 months to get my 3e books, I can only imagine waiting 3 years to get the AD&D 1e core rules!) So I'm hoping DMG2 has all the things you mentioned; but I believe that is solidly DMG2 material. Let freshmen year D&D be about monsters and phat loot, once the boys grow tired of that, give the good stuff. [/QUOTE]
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