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What would you like 4E to look like.
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<blockquote data-quote="Shades of Green" data-source="post: 3323337" data-attributes="member: 3297"><p>Amen to that, brother. You can't beat WoW and Guild Wars in their own game. IMHO the target market for D&D should be the causual gamers, and not hardcore collectors who are willing and able to spend hundreds of bucks on miniatures and fluff books. Sure, this is a market as well, but I don't think the varage parent looking to buy a new game for his or her kids (or gamer looking for a new game) will be attracted by something which requires multiple purcahses to properly play. In other words, make the core rules perfectly playable and customizable by themselves - and better yet, keep them in a single hardcover book and sell them bundelded with dice and several high-quaity-print character sheets. This will be far more likely to draw new people nto the hobby than a miniature-heavy ruleset. Ofcourse, once that will be done, you could always publish a miniature line (complete with sourcebooks) to cater to the audience which prefers minis.</p><p></p><p><strong>What I'd like to see in a 4th edition:</strong></p><p>1) Streamlining and ALOT of it. I want to be able to create a character in a few minutes; I also want combat to flow quickly.</p><p>2) Rebalancing. Every race should be at a similar power level; every class should be useful and interesting to play; no PC class should be relegated to a mere supportive role. Everyone sould get his share of the limelight, no matter what his choices were.</p><p>3) Class feature "trees" rather than feats; this will both allow greater variety without having too many core classes, and prevent the need to optimize feats selections.</p><p>4) Classic fantasy artwork rather than "dungeonpunk".</p><p>5) All classes should be useful both in combat and outside of it. For eample, I want my fighter to be abl to pick up several non-combat-related skills.</p><p>6) OGL.</p><p></p><p><strong>What I WON'T like to see in a 4th edition:</strong></p><p>1) Over-reliance on miniatures and/or other collectibles. Miniature support is fine, but I want my game to be playable with nothing more than the core books, dice, pencils and paper.</p><p>2) Over-reliance on magic items - this was one of 3E's greatest faults.</p><p>3) Overcomplex chargen and combat.</p><p></p><p><strong>What I think must be present in ANY edition of D&D:</strong></p><p>1) Staple races: Humans, Elves, Dwarves, and Halflings.</p><p>2) Staple classes: Fighters, Clerics, Wizards, Rogues/Thieves, Rangers, Paladins, Druids, Bards.</p><p>3) Staple monsters: Goblins, Kobolds, Orcs, Dragons, Beholders, Zombies, Skeletons, Vampires, Ghouls, Monsterous/dire spiders/rats/lizards/frogs/toads, Elementals, the 4 basic Golems, Lizardmen, Lycanthropes and so on.</p></blockquote><p></p>
[QUOTE="Shades of Green, post: 3323337, member: 3297"] Amen to that, brother. You can't beat WoW and Guild Wars in their own game. IMHO the target market for D&D should be the causual gamers, and not hardcore collectors who are willing and able to spend hundreds of bucks on miniatures and fluff books. Sure, this is a market as well, but I don't think the varage parent looking to buy a new game for his or her kids (or gamer looking for a new game) will be attracted by something which requires multiple purcahses to properly play. In other words, make the core rules perfectly playable and customizable by themselves - and better yet, keep them in a single hardcover book and sell them bundelded with dice and several high-quaity-print character sheets. This will be far more likely to draw new people nto the hobby than a miniature-heavy ruleset. Ofcourse, once that will be done, you could always publish a miniature line (complete with sourcebooks) to cater to the audience which prefers minis. [B]What I'd like to see in a 4th edition:[/B] 1) Streamlining and ALOT of it. I want to be able to create a character in a few minutes; I also want combat to flow quickly. 2) Rebalancing. Every race should be at a similar power level; every class should be useful and interesting to play; no PC class should be relegated to a mere supportive role. Everyone sould get his share of the limelight, no matter what his choices were. 3) Class feature "trees" rather than feats; this will both allow greater variety without having too many core classes, and prevent the need to optimize feats selections. 4) Classic fantasy artwork rather than "dungeonpunk". 5) All classes should be useful both in combat and outside of it. For eample, I want my fighter to be abl to pick up several non-combat-related skills. 6) OGL. [B]What I WON'T like to see in a 4th edition:[/B] 1) Over-reliance on miniatures and/or other collectibles. Miniature support is fine, but I want my game to be playable with nothing more than the core books, dice, pencils and paper. 2) Over-reliance on magic items - this was one of 3E's greatest faults. 3) Overcomplex chargen and combat. [B]What I think must be present in ANY edition of D&D:[/B] 1) Staple races: Humans, Elves, Dwarves, and Halflings. 2) Staple classes: Fighters, Clerics, Wizards, Rogues/Thieves, Rangers, Paladins, Druids, Bards. 3) Staple monsters: Goblins, Kobolds, Orcs, Dragons, Beholders, Zombies, Skeletons, Vampires, Ghouls, Monsterous/dire spiders/rats/lizards/frogs/toads, Elementals, the 4 basic Golems, Lizardmen, Lycanthropes and so on. [/QUOTE]
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