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What Did You Want Fourth Edition to be Like?
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<blockquote data-quote="ferratus" data-source="post: 4689048" data-attributes="member: 55966"><p>I like to think of myself as a narrativist DM, and I can't think of anything that I've lost in terms of non-combat story arcs. My characters still forge weapons, sneak around, survive against the elements, attend masquerade balls, interact with NPC's and monsters. I have yet to find a non-combat player action that can't be accomplished easily in 4e. I certainly don't fight all the time, as the minis stay put away for the other 50%. Sure most of the rules revolve around combat, but that's true of every single edition of D&D, even OD&D. The reason for that is very simple, because combat is the only thing that really determines the "end" of the game for the player.</p><p></p><p>As for minis, I'll freely admit that I love minis. Aside from loving things in a minature scale in general (such as models), I love the tactile sensation of moving it around the board. It is the same reason I prefer to play chess on a board instead of over the computer. I like the rules on how the pieces interact with each other, and the specific monster and NPC abilities which make each combat different. </p><p></p><p>I'm wondering if the split between 4e and 3e has to do with the consumption habits of different people. I only bought 2 rulebooks outside the core 3, but I bought a lot of miniatures and every issue of Dungeon magazine, along with some other assorted adventure modules. </p><p></p><p>In contrast, it seems that the people who most reject 4e in favour of 3e heavily invested in rulebooks, and derived a great deal of pleasure specifically in how the rules worked and viewed the experience of their play experience specifically around how those rules worked. Changing the rules to a unified powers based system rather than a to-hit/spells system was much more shattering to how they viewed the game experience than it would be for someone like me.</p></blockquote><p></p>
[QUOTE="ferratus, post: 4689048, member: 55966"] I like to think of myself as a narrativist DM, and I can't think of anything that I've lost in terms of non-combat story arcs. My characters still forge weapons, sneak around, survive against the elements, attend masquerade balls, interact with NPC's and monsters. I have yet to find a non-combat player action that can't be accomplished easily in 4e. I certainly don't fight all the time, as the minis stay put away for the other 50%. Sure most of the rules revolve around combat, but that's true of every single edition of D&D, even OD&D. The reason for that is very simple, because combat is the only thing that really determines the "end" of the game for the player. As for minis, I'll freely admit that I love minis. Aside from loving things in a minature scale in general (such as models), I love the tactile sensation of moving it around the board. It is the same reason I prefer to play chess on a board instead of over the computer. I like the rules on how the pieces interact with each other, and the specific monster and NPC abilities which make each combat different. I'm wondering if the split between 4e and 3e has to do with the consumption habits of different people. I only bought 2 rulebooks outside the core 3, but I bought a lot of miniatures and every issue of Dungeon magazine, along with some other assorted adventure modules. In contrast, it seems that the people who most reject 4e in favour of 3e heavily invested in rulebooks, and derived a great deal of pleasure specifically in how the rules worked and viewed the experience of their play experience specifically around how those rules worked. Changing the rules to a unified powers based system rather than a to-hit/spells system was much more shattering to how they viewed the game experience than it would be for someone like me. [/QUOTE]
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