Where are the fault lines?

  • Thread starter Thread starter Guest 85555
  • Start date Start date
There's one very simple point of division. D&D has something of a dual heritage. There's the miniatures wargaming, and then there's the theatrical storytelling.

There's a lot of similar or analagous issues. Rollplay vs. roleplay. Verisimilitude vs. balance. Gamism vs. Simulationism and Narrativism. 4e vs not 4e.

D&D is sort of like a half-orc, struggling with its two fundamental imperatives.
I draw the lines at what i consider were changes wotc made to make 4e like an MMO, anything that produces more "Rolls" than are necessary now and anything that makes the game more complex than it already is.

I am not a fan of the notion going around of a system that will let them play every edition, that sounds like mess waiting to happen.

I am a fan of something new, but locked into traditonal d&D. I would rather have the game as stripped down as it is can be and not have things I"d love to see, than have it overbloated with everything i'd want and then some.
 

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I don't like systems where rogues are strictly inferior to every other class if the campaign starts to deal with undead.

I don't like systems where melee characters are irrelevant after a certain level and magic users are irrelevant before a certain level.
 
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