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When did I stop being WotC's target audience?
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 4519508" data-attributes="member: 710"><p>And what's with the beginner? That doesn't even know how to play any RPG? How will he react to a lot of "modules" he has to plug together and figure out what he likes? </p><p></p><p>And what is with play-testing and balancing the system? "You know, we still need 4 play-tester groups for the Vancian Spell + Martial Token System + Wound & Vitality. "</p><p></p><p>The way I see it, 4E Core Rules presents us with one module. But there are several points where you could exchange game aspects. </p><p>Healing & Hit Points for example - you could change a lot here. You could add wound tracking, lasting penalties (disease track => injury track). You could exchange the encounter/daily power system with a "skill challenge" variant that uses attack rolls. You could change how rituals operate.</p><p>We are already seeing ways to repurpose stuff like skill challenges (use them on an "adventure" scale), disease tracks (why not for poisons and injuries?) and multiclassing (why not use them for low level Prestige-Class like aspects or Spellscars (Spellfire)?)</p><p></p><p>And all this is far easier to create and build then ever before.</p><p></p><p>The modularity is already there. The modules just need to be created.</p><p>And here lies at the moment the greatest weakness - the GSL sucks compared to the OGL. It will probably always create a hindrance to real innovation from 3PP. But that doesn't mean that the DMG II, III and IV or the 4E equivalent of the Unearthed Arcana won't eventually add such ideas. Of course, there is also no guarantee it happens. I certainly can't do so. I have no insights into WotC plans or their designer ideas. I hope something like this will happen. </p><p></p><p>All this doesn't help people that want to play D&D 4E NOW and expect it to have the "modules" they prefer.</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 4519508, member: 710"] And what's with the beginner? That doesn't even know how to play any RPG? How will he react to a lot of "modules" he has to plug together and figure out what he likes? And what is with play-testing and balancing the system? "You know, we still need 4 play-tester groups for the Vancian Spell + Martial Token System + Wound & Vitality. " The way I see it, 4E Core Rules presents us with one module. But there are several points where you could exchange game aspects. Healing & Hit Points for example - you could change a lot here. You could add wound tracking, lasting penalties (disease track => injury track). You could exchange the encounter/daily power system with a "skill challenge" variant that uses attack rolls. You could change how rituals operate. We are already seeing ways to repurpose stuff like skill challenges (use them on an "adventure" scale), disease tracks (why not for poisons and injuries?) and multiclassing (why not use them for low level Prestige-Class like aspects or Spellscars (Spellfire)?) And all this is far easier to create and build then ever before. The modularity is already there. The modules just need to be created. And here lies at the moment the greatest weakness - the GSL sucks compared to the OGL. It will probably always create a hindrance to real innovation from 3PP. But that doesn't mean that the DMG II, III and IV or the 4E equivalent of the Unearthed Arcana won't eventually add such ideas. Of course, there is also no guarantee it happens. I certainly can't do so. I have no insights into WotC plans or their designer ideas. I hope something like this will happen. All this doesn't help people that want to play D&D 4E NOW and expect it to have the "modules" they prefer. [/QUOTE]
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