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What needs to be fixed in 5E?
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<blockquote data-quote="Tymophil" data-source="post: 5709579" data-attributes="member: 46923"><p>I do agree with you. This is the reason why I resent so much the poor quality of the scenario inside the <em>Dungeon Masters Guide</em> (five combat encounters in a row, with Kobolds a plenty... Who allowed such a stupid scnario to be the introduction to D&D4?), and the terrible adventure called <em>the Keep on the Shadowfell</em>.</p><p></p><p>There are the rules within D&D4 to build a amazing world, awesome adventures and give the players and gamemaster alike a great experience... But it doesn't show! Especially for new players. Because designers at <em>Wizards of the Coast</em> did not take time to design good adventures.</p><p></p><p>I have read almost all scenarios and even the most praised (like <em>the Slaying Stone</em>) are subpar. The generic world is bland, the <em>Nentir Vale</em> is tasteless (even with the <em>Monster Vault</em> dedicated to the setting), colourless, liveless. It's a pity...</p><p></p><p>It is even sadder that many new players will discover roleplaying games through such experiences as <em>D&D Encounters</em>, or even worse <em>Lair Assaults</em>. D&D4 is percieved as a skirmish games by many players and despised for that. But, there is everything to promote roleplay rather than combat: skills challenge, quests (both minor and major) to give only two hints.</p><p></p><p>That is also true, and I agree heartly. But D&D4 is the first edition of <em>Dungeons & Dragons</em> where one can experience a moment close to the iconic fight in <em>Balin's Tomb</em>, in <em>the Lord of the Rings</em>. It needs a little mending to get rid of some bad design flaws (turns are too long, powers don't translate easily enough into narration).</p><p></p><p>Anyway, the solution is not going back to the roots...</p><p></p><p>Moreover, if WotC doesn't care to invest in a good design team for adventure writing, they'd better open this side of the hobby to people that can do better than they do. A new edition won't do any good. The problem is not the mechanics, but the lack of creativity to make good use of the present edition, or of any edition by the way...</p><p></p><p>People play Paizo adventures with fourth edition. I have yet to hear of people taking the time to translate D&D4 adventures for another system... If WotC creates amazing worlds, fantastic adventures, then the system will shine, because adventures are essential to the game. A new edition will prove disastrous if people can't play good adventures.</p><p></p><p>D&D4 is like a turbo-charged engine (good mechanics) but WotC is filling the gas tank with water (bland settings, bad scenarios). Changing the engine (ne edition), while keeping the same fuel (terrible adventures), will do no good.</p></blockquote><p></p>
[QUOTE="Tymophil, post: 5709579, member: 46923"] I do agree with you. This is the reason why I resent so much the poor quality of the scenario inside the [I]Dungeon Masters Guide[/I] (five combat encounters in a row, with Kobolds a plenty... Who allowed such a stupid scnario to be the introduction to D&D4?), and the terrible adventure called [I]the Keep on the Shadowfell[/I]. There are the rules within D&D4 to build a amazing world, awesome adventures and give the players and gamemaster alike a great experience... But it doesn't show! Especially for new players. Because designers at [I]Wizards of the Coast[/I] did not take time to design good adventures. I have read almost all scenarios and even the most praised (like [I]the Slaying Stone[/I]) are subpar. The generic world is bland, the [I]Nentir Vale[/I] is tasteless (even with the [I]Monster Vault[/I] dedicated to the setting), colourless, liveless. It's a pity... It is even sadder that many new players will discover roleplaying games through such experiences as [I]D&D Encounters[/I], or even worse [I]Lair Assaults[/I]. D&D4 is percieved as a skirmish games by many players and despised for that. But, there is everything to promote roleplay rather than combat: skills challenge, quests (both minor and major) to give only two hints. That is also true, and I agree heartly. But D&D4 is the first edition of [I]Dungeons & Dragons[/I] where one can experience a moment close to the iconic fight in [I]Balin's Tomb[/I], in [I]the Lord of the Rings[/I]. It needs a little mending to get rid of some bad design flaws (turns are too long, powers don't translate easily enough into narration). Anyway, the solution is not going back to the roots... Moreover, if WotC doesn't care to invest in a good design team for adventure writing, they'd better open this side of the hobby to people that can do better than they do. A new edition won't do any good. The problem is not the mechanics, but the lack of creativity to make good use of the present edition, or of any edition by the way... People play Paizo adventures with fourth edition. I have yet to hear of people taking the time to translate D&D4 adventures for another system... If WotC creates amazing worlds, fantastic adventures, then the system will shine, because adventures are essential to the game. A new edition will prove disastrous if people can't play good adventures. D&D4 is like a turbo-charged engine (good mechanics) but WotC is filling the gas tank with water (bland settings, bad scenarios). Changing the engine (ne edition), while keeping the same fuel (terrible adventures), will do no good. [/QUOTE]
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