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When Will and When Should WotC Release 4th Edition?
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<blockquote data-quote="William Ronald" data-source="post: 1086729" data-attributes="member: 426"><p>howandwhy99,</p><p></p><p>Take your time in gathering your thoughts. Perhaps you can reflect on what game mechanics you like that have been introduced in relatively recent times, and compare different games and editions.</p><p></p><p></p><p>(Also, no need to be formal. I am a rarity in using my actual name at EN World. So, William, Will, Willie, Bill, and any number of other things will do. Just don't use anything that will annoy Eric's Grandmother.)</p><p></p><p>I am not familar with the Forge, but I will check the site out. Hopefully, there is little animosity towards people who happen to play D&D or other games by major publishers. (I have never really understood why there is a need for rivalry between White Wolf players and D&D players for example. I like to say stereotypes do far more harm than good.) Sometimes, I think that gamers tend to divide up into too many small camps. Evem among D&D players, there seem to be several factions, role-players versus roll-players, et cetera.</p><p></p><p>One thing that I particularly liked about 3.0 as compared with 2nd Edition was that the rules were generally easier to follow. I thought the greater emphasis on skills was important, especially for rogues. (Some rogues justifiably might be horrible pick pockets. After all, why would the world's greatest cat burglar need to be a great pick pocket.) Also, I thought the introduction of Difficulty Classes and the changing nature of saving throws is a much more elegant mechanic than the previous D&D rules.</p><p></p><p>Another example of a good mechanic from 3.0 was that ability score bonuses applied for multiple classes. Arcane casters could gain bonus spells for high ability scores much like divine casters. I would like to say that this was a sign that the same underlying principles applied across classes. </p><p></p><p>Maybe a good question to ask is what would make a future edition of the game more enjoyable? I think this has to be one of the fundamental questions about designing any gaming product. In the end, I play RPGs because I enjoy them not because I have to play them.</p></blockquote><p></p>
[QUOTE="William Ronald, post: 1086729, member: 426"] howandwhy99, Take your time in gathering your thoughts. Perhaps you can reflect on what game mechanics you like that have been introduced in relatively recent times, and compare different games and editions. (Also, no need to be formal. I am a rarity in using my actual name at EN World. So, William, Will, Willie, Bill, and any number of other things will do. Just don't use anything that will annoy Eric's Grandmother.) I am not familar with the Forge, but I will check the site out. Hopefully, there is little animosity towards people who happen to play D&D or other games by major publishers. (I have never really understood why there is a need for rivalry between White Wolf players and D&D players for example. I like to say stereotypes do far more harm than good.) Sometimes, I think that gamers tend to divide up into too many small camps. Evem among D&D players, there seem to be several factions, role-players versus roll-players, et cetera. One thing that I particularly liked about 3.0 as compared with 2nd Edition was that the rules were generally easier to follow. I thought the greater emphasis on skills was important, especially for rogues. (Some rogues justifiably might be horrible pick pockets. After all, why would the world's greatest cat burglar need to be a great pick pocket.) Also, I thought the introduction of Difficulty Classes and the changing nature of saving throws is a much more elegant mechanic than the previous D&D rules. Another example of a good mechanic from 3.0 was that ability score bonuses applied for multiple classes. Arcane casters could gain bonus spells for high ability scores much like divine casters. I would like to say that this was a sign that the same underlying principles applied across classes. Maybe a good question to ask is what would make a future edition of the game more enjoyable? I think this has to be one of the fundamental questions about designing any gaming product. In the end, I play RPGs because I enjoy them not because I have to play them. [/QUOTE]
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