The encounter design is the big thing. I tried updating a few 1e modules to 3e and it was terrible as the number of monsters just didn't work at higher level play. Lots of low level monsters just don't threaten in 3e as the numbers go up too fast.
And you had to rebuild every encounter for 4e, having different types of monsters even if the module just says "kobolds". I tried updating Keep on the Borderlands for 4e to learn the system and had to continually combine rooms into larger fights to get the right challenge.
I'm also concerned about the lack of resource management. I think Next's exploration and encumbrance rules are inferior to 1e's.At best the play styles are vaguely similar except the D&DN stuff has an uber amount of healing available and unlimited spells. Not much resoure management and even wands do not run out of spells.
Can you elaborate?I think Next's exploration and encumbrance rules are inferior to 1e's.
Can you elaborate?
Wands generally run out of spells after a couple weeks of use (5% chance per day of regular use, average four charges per day).
My thoughts on Next's exploration rules are here. Carrying capacity in Next is too generous and I dislike how encumbrance doesn't affect exploration speed. DDN characters move so fast per minute in dungeon exploration that random encounters and light source management will almost never be a factor.
This is wrong. You only roll to check to see if the wand is destroyed if you expend the last charge. Regular use will clearly be to avoid expending the last charge before the wand recharges.
"RPG ecology" is not a perfect term. What I'm getting at is where does it seem likely to fit amongst all the competitors?
In the post you linked to, you said that in classic D&D encumbrance makes you more likely to be surprised for longer (at least, that's what I read you as saying). Where is that rule?My thoughts on Next's exploration rules are here. Carrying capacity in Next is too generous and I dislike how encumbrance doesn't affect exploration speed. DDN characters move so fast per minute in dungeon exploration that random encounters and light source management will almost never be a factor.