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When did I stop being WotC's target audience?
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<blockquote data-quote="Gothmog" data-source="post: 4521982" data-attributes="member: 317"><p>I think this may be part of the disconnect people have when talking about D&D, and their perceptions of 4e or earlier editions.</p><p></p><p>To me, D&D isn't about the mechanics of the game. Sure, polyhedral dice are important, and the d20 for to hit is a staple of D&D, as are classes, HP, AC, and monsters. But how those are implemented in game aren't that important to be honest. We've gone from having lower AC be better to high AC being better now. The game evolves, and so do the mechanics, but they still have the same end result- how the game plays. That said, mechanics can get in the way of the game- which is what happened with me and my group with 3.x. 3.x didn't feel at all like D&D to me- it felt like leaping through overly complicated mathematical hoops to achieve a result that could be reached much more easily. 3.x kept jerking us out of the game and it felt like we were playing a computer simulation where metagaming and character build mattered more than the actions during play. I understand some folks might find 4e's mechanics jarring in the same way I found 3.x's mechanics jarring- to each their own.</p><p></p><p>D&D to me is about the gameplay. Exploring old ruins, solving mysteries, combatting ancient evils, discovering fabulous treasures, moments of intenst and riveting roleplaying, visiting and laughing with friends- THAT is D&D. All editions of D&D allow you to do this, but for me and my group, 4e makes it by far the easiest and most enjoyable means by which to accomplish this. Plus, the designers tried (and succeeded I think) to capture the old school feel and tone of D&D.</p></blockquote><p></p>
[QUOTE="Gothmog, post: 4521982, member: 317"] I think this may be part of the disconnect people have when talking about D&D, and their perceptions of 4e or earlier editions. To me, D&D isn't about the mechanics of the game. Sure, polyhedral dice are important, and the d20 for to hit is a staple of D&D, as are classes, HP, AC, and monsters. But how those are implemented in game aren't that important to be honest. We've gone from having lower AC be better to high AC being better now. The game evolves, and so do the mechanics, but they still have the same end result- how the game plays. That said, mechanics can get in the way of the game- which is what happened with me and my group with 3.x. 3.x didn't feel at all like D&D to me- it felt like leaping through overly complicated mathematical hoops to achieve a result that could be reached much more easily. 3.x kept jerking us out of the game and it felt like we were playing a computer simulation where metagaming and character build mattered more than the actions during play. I understand some folks might find 4e's mechanics jarring in the same way I found 3.x's mechanics jarring- to each their own. D&D to me is about the gameplay. Exploring old ruins, solving mysteries, combatting ancient evils, discovering fabulous treasures, moments of intenst and riveting roleplaying, visiting and laughing with friends- THAT is D&D. All editions of D&D allow you to do this, but for me and my group, 4e makes it by far the easiest and most enjoyable means by which to accomplish this. Plus, the designers tried (and succeeded I think) to capture the old school feel and tone of D&D. [/QUOTE]
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