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When did I stop being WotC's target audience?
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<blockquote data-quote="Thasmodious" data-source="post: 4523028" data-attributes="member: 63272"><p>The focus on the game is no more on combat than it always has been. Combat has always been the central area of concern for D&D. </p><p></p><p>The only difference with 4e is that the rulebooks don't include a designer approved set of extra subsystems (that have changed from edition to edition) to deal with what the designers at the time felt were needed subsystems outside of encounter resolution. Those are left to sourcebooks and houserules. </p><p></p><p>All versions of D&D have been combat focused, its the central element of the game. Both the 3e PHB and the 4e PHB have a 7 page chapter on Exploration. The 4e DMG has only 15 pages on combat and the rest is on building adventures, encounters, social situations, world building, the environment...</p><p></p><p>It's a colored perception by people who want to see it that way, no more true than when the 2e grogs used the same line of attack against 3e. The only real difference in 4e is that they trimmed the fight to present a concise system from which to build the edition over the life of the edition. The design is modular. As sourcebooks are released you can plug in new systems if you like, but their absence from the core rules takes away the weight of "official" to them, which is a good thing. 4e tells you - play the game the way you want - here's the rules for the core element of D&D gameplay: encounter resolution. That doesn't force the game to focus on combat more. When you play it, you see that simpler, more concise rules for combat means you have to focus on it LESS.</p></blockquote><p></p>
[QUOTE="Thasmodious, post: 4523028, member: 63272"] The focus on the game is no more on combat than it always has been. Combat has always been the central area of concern for D&D. The only difference with 4e is that the rulebooks don't include a designer approved set of extra subsystems (that have changed from edition to edition) to deal with what the designers at the time felt were needed subsystems outside of encounter resolution. Those are left to sourcebooks and houserules. All versions of D&D have been combat focused, its the central element of the game. Both the 3e PHB and the 4e PHB have a 7 page chapter on Exploration. The 4e DMG has only 15 pages on combat and the rest is on building adventures, encounters, social situations, world building, the environment... It's a colored perception by people who want to see it that way, no more true than when the 2e grogs used the same line of attack against 3e. The only real difference in 4e is that they trimmed the fight to present a concise system from which to build the edition over the life of the edition. The design is modular. As sourcebooks are released you can plug in new systems if you like, but their absence from the core rules takes away the weight of "official" to them, which is a good thing. 4e tells you - play the game the way you want - here's the rules for the core element of D&D gameplay: encounter resolution. That doesn't force the game to focus on combat more. When you play it, you see that simpler, more concise rules for combat means you have to focus on it LESS. [/QUOTE]
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