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What D&D 4e Should Learn From World of Warcraft
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<blockquote data-quote="delericho" data-source="post: 3980411" data-attributes="member: 22424"><p>I agree with several of your points:</p><p></p><p></p><p></p><p>Agreed. A newbie player should be able to create a character of any level in that first tier in 20 minutes, maximum. Of course, if the player insists on agonising over every choice, then it will take longer, and expert players who want to work in much more detail can have that option. But, creating any single-class character of any level up to 10 should be possible quickly and simply.</p><p></p><p></p><p></p><p>Also agreed. Of course, one of the things that WotC promised was that the new edition would be simpler, and faster both to prep and to run. If they actually deliver this, it will be a good thing. (Unfortunately, things like the Doomspore, the elven 'aura' power, and the over-use of Bloodied conditions in non-BBEG monsters leads me to some concern.)</p><p></p><p>One thing they need to watch out for, IMO, is a really simple core that hides a lot of complexity. On the face of it, 3e should be really simple - just roll d20, add modifiers, and beat a target number. However, the micromanagement of minor modifiers to ensure that the stacking is optimal, and the nightmare that was applying ability and level adjustments on the fly, could cause the game to slow right down.</p><p></p><p></p><p></p><p>Again, this is something that the 4e design has promised some work on. The reliance on the 'big six' items seems to be gone, in favour of fewer, better items. Whether this actually comes to fruition as promised remains to be seen.</p><p></p><p></p><p></p><p>I have to disagree on both of these, though. D&D already supports PvP if the players want it. And, frankly, I don't want the rules to support things like fishing. It's far better, IMO, for the rules to have a fairly tight focus on the "adventure-stuff" and do that really well, rather than trying to cover too many bases. Now, personally, I wouldn't have eliminated the Craft or Profession skills, since they're hardly significant drains on space or complexity, and do add a certain completeness to the skill-list. But I'm not going to miss them too much.</p></blockquote><p></p>
[QUOTE="delericho, post: 3980411, member: 22424"] I agree with several of your points: Agreed. A newbie player should be able to create a character of any level in that first tier in 20 minutes, maximum. Of course, if the player insists on agonising over every choice, then it will take longer, and expert players who want to work in much more detail can have that option. But, creating any single-class character of any level up to 10 should be possible quickly and simply. Also agreed. Of course, one of the things that WotC promised was that the new edition would be simpler, and faster both to prep and to run. If they actually deliver this, it will be a good thing. (Unfortunately, things like the Doomspore, the elven 'aura' power, and the over-use of Bloodied conditions in non-BBEG monsters leads me to some concern.) One thing they need to watch out for, IMO, is a really simple core that hides a lot of complexity. On the face of it, 3e should be really simple - just roll d20, add modifiers, and beat a target number. However, the micromanagement of minor modifiers to ensure that the stacking is optimal, and the nightmare that was applying ability and level adjustments on the fly, could cause the game to slow right down. Again, this is something that the 4e design has promised some work on. The reliance on the 'big six' items seems to be gone, in favour of fewer, better items. Whether this actually comes to fruition as promised remains to be seen. I have to disagree on both of these, though. D&D already supports PvP if the players want it. And, frankly, I don't want the rules to support things like fishing. It's far better, IMO, for the rules to have a fairly tight focus on the "adventure-stuff" and do that really well, rather than trying to cover too many bases. Now, personally, I wouldn't have eliminated the Craft or Profession skills, since they're hardly significant drains on space or complexity, and do add a certain completeness to the skill-list. But I'm not going to miss them too much. [/QUOTE]
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