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Where did my options go? - The New Paradigm
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<blockquote data-quote="Tony Vargas" data-source="post: 4291618" data-attributes="member: 996"><p>I'm always a little surprised by things like this. There are a /lot/ of RPGs out there - new, old, supported, and nearly forgotten - I drag my mainly-D&D group over to Hero about a third of the time, and another player runs the occassional 1st-Ed Star Wars game. There's no need to stick with a system that's not doing it for you until there's a new edition.</p><p></p><p>D&D started it all, and it really /didn't/ succeed, at all, in modeling it's genre (high fantasy or swords and sorcerery). Rather, it created it's own genre of archetypes, treasure hunting, exploring dangerous underground labyrinths, fighting bewildering varieties of monsters and collecting scads of magic items. The only time you see fantasy fiction that's remotely like a D&D game, is when its' based on a D&D setting.</p><p></p><p>3e did an excellent job of updating the venerable D&D propperty to something resembling a modern RPG while not only holding onto, but enhancing the feel of the original. D&D was never a well-balanced game, it's magic system was hardly deserving of the 'system' part, and there are many - /many/ - technically superior games. Indeed, most games, as systems, judged only by thier mechanics, are superior to D&D - better balanced, more sophisticated, more realistic, more whatever they're trying to model (unless they're trying to model D&D, which is so often the case!).</p><p></p><p>D&D can never compete on being a balanced or realistic or 'simulationist' or 'storytelling' game. It can compete on being D&D. 3e did that extremely well. As different as 4e may seem on a read-through, a lot of the core things that make it D&D are still there. You still have the hit point abstraction. You still have classes. You still have miniatures and maps of improbably 10x10 corridorred 'dungeons.' You still have flaming longswords and dwarven throwing hammers that return to your hand and bags of holding - and you still need a collection of magic items to get by at high level. You still need to kill monsters and take thier stuff. OK, you've mostly gotten rid of 'vancian' casting, just a little hint of it with the Wizard. That's a risk. But it's a risk that made class balance a lot easier to deliver, and class balance was being complained about a lot there towards the end. </p><p></p><p>Being responsive to the complaints of your fans is not a bad thing - even if some of those complaints may have been a little overboard.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 4291618, member: 996"] I'm always a little surprised by things like this. There are a /lot/ of RPGs out there - new, old, supported, and nearly forgotten - I drag my mainly-D&D group over to Hero about a third of the time, and another player runs the occassional 1st-Ed Star Wars game. There's no need to stick with a system that's not doing it for you until there's a new edition. D&D started it all, and it really /didn't/ succeed, at all, in modeling it's genre (high fantasy or swords and sorcerery). Rather, it created it's own genre of archetypes, treasure hunting, exploring dangerous underground labyrinths, fighting bewildering varieties of monsters and collecting scads of magic items. The only time you see fantasy fiction that's remotely like a D&D game, is when its' based on a D&D setting. 3e did an excellent job of updating the venerable D&D propperty to something resembling a modern RPG while not only holding onto, but enhancing the feel of the original. D&D was never a well-balanced game, it's magic system was hardly deserving of the 'system' part, and there are many - /many/ - technically superior games. Indeed, most games, as systems, judged only by thier mechanics, are superior to D&D - better balanced, more sophisticated, more realistic, more whatever they're trying to model (unless they're trying to model D&D, which is so often the case!). D&D can never compete on being a balanced or realistic or 'simulationist' or 'storytelling' game. It can compete on being D&D. 3e did that extremely well. As different as 4e may seem on a read-through, a lot of the core things that make it D&D are still there. You still have the hit point abstraction. You still have classes. You still have miniatures and maps of improbably 10x10 corridorred 'dungeons.' You still have flaming longswords and dwarven throwing hammers that return to your hand and bags of holding - and you still need a collection of magic items to get by at high level. You still need to kill monsters and take thier stuff. OK, you've mostly gotten rid of 'vancian' casting, just a little hint of it with the Wizard. That's a risk. But it's a risk that made class balance a lot easier to deliver, and class balance was being complained about a lot there towards the end. Being responsive to the complaints of your fans is not a bad thing - even if some of those complaints may have been a little overboard. [/QUOTE]
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