Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
What is your top question/concern about 4th edition?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="pemerton" data-source="post: 3791266" data-attributes="member: 42582"><p>Delericho, thanks for your reply. Most of what Reynard said I agree with, so I'll just pick up one one part of your post.</p><p></p><p></p><p>I picked on iron spikes (it could equally well have been the 10' pole) just because I find them deeply illustrative of the difference between "old school" play (as I understand it) and contemporary play. (If by "old school" one only means the tropes of dungeon-bashing, somewhat arbitrary collections of creatures and so on, then I have no doubt that 4e will fully support such play. It is the operational aspect of play that I am meaning to pick out with this term.)</p><p></p><p>As an item of equipment, iron spikes are used to secure dungeon doors from the inside, so that monsters cannot get in. Thus, they are only relevant to a game in which (i) the PCs explore dungeons, (ii) the PCs spend time resting in dungeons, (iii) the dungeon is populated by wandering monsters who, when they come to a door they can't open, will simply wander off elsewhere, (iv) the <em>players</em> are happy to spend play time working out an equipment list (and at low levels, before they have bags of holding, their encumbrance), and to describe the details of the camp they make and the techniques they use to secure that camp.</p><p></p><p>Of the 3rd ed adventures from WoTC, I can't think of a single one that supports anything like this style of play. (Likewise for 2nd ed adventures from TSR, but I don't know as many of them.) It may be that the Necromancer and Dungeon Crawl Classics modules do encourage this sort of play - by having lots of empty rooms, a large number of essentially static room inhabitants (or at best inhabitants who react within narrow geographic confines) - but to me that gives rise to the question, if a significant part of the play experience is this sort of operational planning and decision-making, which draws on the <em>players'</em> knowledge (but not mechanical knowledge of the game) and intelligence, why bother with a character-build system that puts so much effort into detailing the PC's knowledge and abilities, and requires so much effort at mechanical mastery before it becomes fully playable?</p><p></p><p>Given the effort the 4e designers are going to to make sure that every player has something to do every round of every encounter (by changing the resource management paradigm, and eliminating the need for the player of a wizard to choose between "I do nothing" in order to conserve spells, or nova-ing and completely outshinging the fighters), I expect 4e to have even more complex mechanics (from the perspective of PC build and PC choices during encounters) and therefore to be an even less attractive ruleset if the aim of the game is to challenge the players' operational skills rather than their mastery of the game mechanics.</p><p></p><p>Btw, this is not meant to be either a defence or a criticism of either "old school" or 4e. It's simply an attempt to explain why I don't think that the two will mix all that well.</p></blockquote><p></p>
[QUOTE="pemerton, post: 3791266, member: 42582"] Delericho, thanks for your reply. Most of what Reynard said I agree with, so I'll just pick up one one part of your post. I picked on iron spikes (it could equally well have been the 10' pole) just because I find them deeply illustrative of the difference between "old school" play (as I understand it) and contemporary play. (If by "old school" one only means the tropes of dungeon-bashing, somewhat arbitrary collections of creatures and so on, then I have no doubt that 4e will fully support such play. It is the operational aspect of play that I am meaning to pick out with this term.) As an item of equipment, iron spikes are used to secure dungeon doors from the inside, so that monsters cannot get in. Thus, they are only relevant to a game in which (i) the PCs explore dungeons, (ii) the PCs spend time resting in dungeons, (iii) the dungeon is populated by wandering monsters who, when they come to a door they can't open, will simply wander off elsewhere, (iv) the [i]players[/i] are happy to spend play time working out an equipment list (and at low levels, before they have bags of holding, their encumbrance), and to describe the details of the camp they make and the techniques they use to secure that camp. Of the 3rd ed adventures from WoTC, I can't think of a single one that supports anything like this style of play. (Likewise for 2nd ed adventures from TSR, but I don't know as many of them.) It may be that the Necromancer and Dungeon Crawl Classics modules do encourage this sort of play - by having lots of empty rooms, a large number of essentially static room inhabitants (or at best inhabitants who react within narrow geographic confines) - but to me that gives rise to the question, if a significant part of the play experience is this sort of operational planning and decision-making, which draws on the [i]players'[/i] knowledge (but not mechanical knowledge of the game) and intelligence, why bother with a character-build system that puts so much effort into detailing the PC's knowledge and abilities, and requires so much effort at mechanical mastery before it becomes fully playable? Given the effort the 4e designers are going to to make sure that every player has something to do every round of every encounter (by changing the resource management paradigm, and eliminating the need for the player of a wizard to choose between "I do nothing" in order to conserve spells, or nova-ing and completely outshinging the fighters), I expect 4e to have even more complex mechanics (from the perspective of PC build and PC choices during encounters) and therefore to be an even less attractive ruleset if the aim of the game is to challenge the players' operational skills rather than their mastery of the game mechanics. Btw, this is not meant to be either a defence or a criticism of either "old school" or 4e. It's simply an attempt to explain why I don't think that the two will mix all that well. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
What is your top question/concern about 4th edition?
Top