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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
What can Next do to pull in 4e campaigns?
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<blockquote data-quote="Neonchameleon" data-source="post: 6256313" data-attributes="member: 87792"><p>My problem here is that D&D Next isn't even close to Dungeon World at any of those three things and 13th Age leaves it looking half-baked at two of them - and that's only when we stay under the D&D umbrella. A game that measures areas of effect in feet is not good at theater of the mind at all. </p><p></p><p></p><p></p><p>Another trope is things man was not meant to know. Which is why I loved the 4e ritual/ordinary breakdown. You learned the rituals.</p><p></p><p></p><p></p><p>So tell me. How do we measure the fireball? By radius, or by volume? Will it melt lead things the PCs are carrying, and if so <em>how?</em> We all know what a burst of fire looks like - but fireball itself has been paved over with layers of D&D cruft that means that it's actively harder to work out what a fireball is than what a ball of fire is. </p><p></p><p></p><p></p><p>But where are the clones? Send in the clones? Don't bother, they're here.</p><p></p><p>Seriously. There's a huge difference between learning a trick at the training salle and integrating it with your entire combat style so that it becomes a matter of muscle memory.</p><p></p><p></p><p></p><p>Given that Monster Vault fires the 2e Monstrous Manual for "Best plot hook official D&D monster manual ever" and Nentir Vale then slams the door behind the 2e MM, I'd agree. Then I'd point out that 4e has all this in spades.</p><p></p><p></p><p></p><p>It's not about phenomenal cosmic power off camera. It's about in just about any magic system other than D&D magic being a complex business that takes more than six seconds. A succubus doesn't snap their fingers and cast Charm Person on their target. They seduce them (and have the skills and powers to back this up). What they aren't is Generic Enchantment Magic User #28 using only spells wizards can cast.</p><p></p><p></p><p></p><p>I actually find the 2e lore really frustrating and pointless compared to the 4e lore. It comes with such an absurdly strong implied setting that there are few campaigns I can use it in at all. Unlike the 4e monster lore, which is dedicated to plot hooks and what the monsters motivations are.</p><p></p><p></p><p></p><p>This. If the game wants to give me busywork as the GM I'm simply not going to run that game.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 6256313, member: 87792"] My problem here is that D&D Next isn't even close to Dungeon World at any of those three things and 13th Age leaves it looking half-baked at two of them - and that's only when we stay under the D&D umbrella. A game that measures areas of effect in feet is not good at theater of the mind at all. Another trope is things man was not meant to know. Which is why I loved the 4e ritual/ordinary breakdown. You learned the rituals. So tell me. How do we measure the fireball? By radius, or by volume? Will it melt lead things the PCs are carrying, and if so [I]how?[/I] We all know what a burst of fire looks like - but fireball itself has been paved over with layers of D&D cruft that means that it's actively harder to work out what a fireball is than what a ball of fire is. But where are the clones? Send in the clones? Don't bother, they're here. Seriously. There's a huge difference between learning a trick at the training salle and integrating it with your entire combat style so that it becomes a matter of muscle memory. Given that Monster Vault fires the 2e Monstrous Manual for "Best plot hook official D&D monster manual ever" and Nentir Vale then slams the door behind the 2e MM, I'd agree. Then I'd point out that 4e has all this in spades. It's not about phenomenal cosmic power off camera. It's about in just about any magic system other than D&D magic being a complex business that takes more than six seconds. A succubus doesn't snap their fingers and cast Charm Person on their target. They seduce them (and have the skills and powers to back this up). What they aren't is Generic Enchantment Magic User #28 using only spells wizards can cast. I actually find the 2e lore really frustrating and pointless compared to the 4e lore. It comes with such an absurdly strong implied setting that there are few campaigns I can use it in at all. Unlike the 4e monster lore, which is dedicated to plot hooks and what the monsters motivations are. This. If the game wants to give me busywork as the GM I'm simply not going to run that game. [/QUOTE]
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