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What is your top question/concern about 4th edition?
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<blockquote data-quote="Reynard" data-source="post: 3789877" data-attributes="member: 467"><p>Mostly by getting whacked with them or watching one of their associates get whacked with them.</p><p></p><p>I think it is worth pointing out that "old school" play isn't for everyone. In fact, based on the fact that each edition has reduced its importance, it isn't for most people. It makes sense that 4E should concentrate on the style of play that will reach the widest audience.</p><p></p><p>But that doesn't make it an invalid playstayle, or presume that players and DMs should try and force 4E to do it. Rather, by cutting off that playstyle with 4E, WotC is cutting off a segment of its potential consumers, who will either start raiding ebay, Troll and Toad or Noble Knight Games for old school games, or who will jump ship to a different company producing "modern old school" games.</p><p></p><p></p><p></p><p>It depends on how the mechanics are implemented. If a skill check allows the PCs to overcome the challenge, the player is motivated only to go for a mechanical solution. And if it is reduced to a die roll, a lot of folks won't bother with it at all.</p><p></p><p></p><p></p><p>That's a function of the fact that the "old school" playstyle is on the outs, not a weakness in the system. A fundamental definition of "old school" is managing your resources -- <em>not</em> blowing all your limited resources in the first encounter because you know there is more to be done. You get through with wit and grit and carefully used resources, not by expending every fireball in your memory bank.</p><p></p><p></p><p></p><p>It depends on whether the few remaining per-day resources are big guns or not. if they are, you may be right -- if the wizard can get by on his at-will zap-em power in an encounter, he might do so and save the big gun for later.</p><p></p><p>Part of this has to do with actual adventure designa nd how players interact with that design. Short, linear dungeons -- the kind we have seen a lot of in 3e, up until the Expeditions series -- suggest there's a "boss" right around the corner and players can prepare with a specific encounter in mind. they aren't exploring so much as running a gauntlet toward the big fight. This engenders a certain kind of resource management, of course, but it is a different kind than an open, diverse dungeon environment where the PCs don't know what's around the corner and are there to explore.</p></blockquote><p></p>
[QUOTE="Reynard, post: 3789877, member: 467"] Mostly by getting whacked with them or watching one of their associates get whacked with them. I think it is worth pointing out that "old school" play isn't for everyone. In fact, based on the fact that each edition has reduced its importance, it isn't for most people. It makes sense that 4E should concentrate on the style of play that will reach the widest audience. But that doesn't make it an invalid playstayle, or presume that players and DMs should try and force 4E to do it. Rather, by cutting off that playstyle with 4E, WotC is cutting off a segment of its potential consumers, who will either start raiding ebay, Troll and Toad or Noble Knight Games for old school games, or who will jump ship to a different company producing "modern old school" games. It depends on how the mechanics are implemented. If a skill check allows the PCs to overcome the challenge, the player is motivated only to go for a mechanical solution. And if it is reduced to a die roll, a lot of folks won't bother with it at all. That's a function of the fact that the "old school" playstyle is on the outs, not a weakness in the system. A fundamental definition of "old school" is managing your resources -- [i]not[/i] blowing all your limited resources in the first encounter because you know there is more to be done. You get through with wit and grit and carefully used resources, not by expending every fireball in your memory bank. It depends on whether the few remaining per-day resources are big guns or not. if they are, you may be right -- if the wizard can get by on his at-will zap-em power in an encounter, he might do so and save the big gun for later. Part of this has to do with actual adventure designa nd how players interact with that design. Short, linear dungeons -- the kind we have seen a lot of in 3e, up until the Expeditions series -- suggest there's a "boss" right around the corner and players can prepare with a specific encounter in mind. they aren't exploring so much as running a gauntlet toward the big fight. This engenders a certain kind of resource management, of course, but it is a different kind than an open, diverse dungeon environment where the PCs don't know what's around the corner and are there to explore. [/QUOTE]
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