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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Where the break between pro and anti 4e is
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<blockquote data-quote="Wyrd" data-source="post: 4093904" data-attributes="member: 61428"><p>Before beginning this, I would like to state up front I am not pro or con on 4e, I am not pro or con on any edition of the game, I play a mix of editions when I play D&D, and likely will pull some things from 4e into my personal play. I use materials from OD&D, BECMI, 1e, 2e (even skills and powers), and 3e now.</p><p></p><p></p><p>I think this is just one of those "this would be cool" moments all people who create things hit upon, it's an early stage thing, they gotta do something to make their mark, which usually means screwing things up. Luckily, I make my own world, their new cosmology can go rot if I don't like it, and I can steal what I do like of it.</p><p></p><p></p><p>See comments dealing with point 1, this is just more of the same, doing cool stuff just to do cool stuff, no need to think it through, most people playing a fantasy game want to play the archetypal fantasy characters and races.</p><p></p><p></p><p>I can see this to a degree, it will be difficult to play your favorite gnome illusionist right out the books, since neither of them exists in the core, I think the removal of the illusionist from core had something to do with the removal of the gnome as well. It will require a great deal of work to play many characters we have grown used to playing now. Some will decide if they have to make that substantial a change, going to some other game system might not be too hard.</p><p></p><p></p><p>I'll ignore this one as failure to see the past, the same comments were made about 3e when it came out, as well as the whole MMORPG elements argument. D&D evolved from a wargame, it has and always will have wargaming elements. MMORPG's are a source of BIG revenue, WOTC would be idiots to ignore that.</p><p></p><p></p><p>I'll buy that, from what I have seen and read 4e is more like an anime than a "classic" fantasy novel. I am waiting to cast "Giga Slave" myself, that is probably one of those 30th level spells, wonder if WOTC has arranged to license the Slayer's world?</p><p></p><p></p><p>The reduction in options will make the game easier to play for casual players, assuming they have pregen characters. I have a feeling making a character might be a beast though. This is pretty ironic actually, the most heard argument in the past about D&D being better than GURPS (or Hero), was the fact that you could sit down and make characters in a few minutes and get playing, where with the other systems, it took a while to make characters, even if play itself was faster.</p><p></p><p></p><p>Depends on style of play, are we playing an action hero cinematic game now?</p><p></p><p></p><p>This comes in with granularity and poor design, Hero system had the same issues, it could define mid and high level characters well, "normals" were not so good. This is probably my major concern with the system, something this glaring shows a lack of design ability, and hopefully it does not permeate the rest of the system.</p><p></p><p>Overall, 4e will likely be something I have to learn for convention play, but will only take a few pieces from for my home game, which is likely to remain a heavily modified 3e game, I already have addressed many of the "issues" people had with 3e with my own set of rules modifications, almost to a whole new system, but much closer to D&D in flavor than 4e is.</p></blockquote><p></p>
[QUOTE="Wyrd, post: 4093904, member: 61428"] Before beginning this, I would like to state up front I am not pro or con on 4e, I am not pro or con on any edition of the game, I play a mix of editions when I play D&D, and likely will pull some things from 4e into my personal play. I use materials from OD&D, BECMI, 1e, 2e (even skills and powers), and 3e now. I think this is just one of those "this would be cool" moments all people who create things hit upon, it's an early stage thing, they gotta do something to make their mark, which usually means screwing things up. Luckily, I make my own world, their new cosmology can go rot if I don't like it, and I can steal what I do like of it. See comments dealing with point 1, this is just more of the same, doing cool stuff just to do cool stuff, no need to think it through, most people playing a fantasy game want to play the archetypal fantasy characters and races. I can see this to a degree, it will be difficult to play your favorite gnome illusionist right out the books, since neither of them exists in the core, I think the removal of the illusionist from core had something to do with the removal of the gnome as well. It will require a great deal of work to play many characters we have grown used to playing now. Some will decide if they have to make that substantial a change, going to some other game system might not be too hard. I'll ignore this one as failure to see the past, the same comments were made about 3e when it came out, as well as the whole MMORPG elements argument. D&D evolved from a wargame, it has and always will have wargaming elements. MMORPG's are a source of BIG revenue, WOTC would be idiots to ignore that. I'll buy that, from what I have seen and read 4e is more like an anime than a "classic" fantasy novel. I am waiting to cast "Giga Slave" myself, that is probably one of those 30th level spells, wonder if WOTC has arranged to license the Slayer's world? The reduction in options will make the game easier to play for casual players, assuming they have pregen characters. I have a feeling making a character might be a beast though. This is pretty ironic actually, the most heard argument in the past about D&D being better than GURPS (or Hero), was the fact that you could sit down and make characters in a few minutes and get playing, where with the other systems, it took a while to make characters, even if play itself was faster. Depends on style of play, are we playing an action hero cinematic game now? This comes in with granularity and poor design, Hero system had the same issues, it could define mid and high level characters well, "normals" were not so good. This is probably my major concern with the system, something this glaring shows a lack of design ability, and hopefully it does not permeate the rest of the system. Overall, 4e will likely be something I have to learn for convention play, but will only take a few pieces from for my home game, which is likely to remain a heavily modified 3e game, I already have addressed many of the "issues" people had with 3e with my own set of rules modifications, almost to a whole new system, but much closer to D&D in flavor than 4e is. [/QUOTE]
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