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General Tabletop Discussion
*TTRPGs General
Why Changes were made in 4e
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<blockquote data-quote="Benimoto" data-source="post: 4937248" data-attributes="member: 40093"><p>The problem with evaluating whether the 15-minute adventure day was a problem in your personal campaign is that WoTC (probably) wasn't at your house, checking on your campaigns. Where they were gathering information is on the message boards and at conventions like GenCon, where I frequently saw them observing and playing in the RPGA games.</p><p></p><p>There's no question that the 15-minute adventuring day was a problem on the message boards. That's where the problem was identified and named. It wasn't really as much of a problem in RPGA play, directly, as many modules followed a specific, time-sensitive path where if you waited a day between being ambushed by goblins and meeting with your objective, your objective would move on without you, leaving you stranded. Where it did exist was as a constraint on module writers.</p><p></p><p>I do see some other, somewhat polarizing 4e design decisions as being influenced directly by RPGA play. The idea that every character must at least not be a hindrance in adventuring and combat seems to have been driven by the experience of sitting down with a random player, only to find out he's taken one level of every class he can. Even the defined roles seem, at least partially, intended to help with taking a mass of 30 characters and dividing them up into 5-6 balanced parties.</p><p></p><p>With almost every 4e mechanics change, I can probably point to an RPGA experience I had where the 3e mechanics were problematic. But, of course, don't blame the RPGA for 4e's percieved flaws. Pathfinder took the same route, and Buhlman and Mona were both RPGA campaign administrators for years.</p><p></p><p>I think that if you're trying to analyze why 4e changed what it did, it's important to consider where the designers got their data.</p></blockquote><p></p>
[QUOTE="Benimoto, post: 4937248, member: 40093"] The problem with evaluating whether the 15-minute adventure day was a problem in your personal campaign is that WoTC (probably) wasn't at your house, checking on your campaigns. Where they were gathering information is on the message boards and at conventions like GenCon, where I frequently saw them observing and playing in the RPGA games. There's no question that the 15-minute adventuring day was a problem on the message boards. That's where the problem was identified and named. It wasn't really as much of a problem in RPGA play, directly, as many modules followed a specific, time-sensitive path where if you waited a day between being ambushed by goblins and meeting with your objective, your objective would move on without you, leaving you stranded. Where it did exist was as a constraint on module writers. I do see some other, somewhat polarizing 4e design decisions as being influenced directly by RPGA play. The idea that every character must at least not be a hindrance in adventuring and combat seems to have been driven by the experience of sitting down with a random player, only to find out he's taken one level of every class he can. Even the defined roles seem, at least partially, intended to help with taking a mass of 30 characters and dividing them up into 5-6 balanced parties. With almost every 4e mechanics change, I can probably point to an RPGA experience I had where the 3e mechanics were problematic. But, of course, don't blame the RPGA for 4e's percieved flaws. Pathfinder took the same route, and Buhlman and Mona were both RPGA campaign administrators for years. I think that if you're trying to analyze why 4e changed what it did, it's important to consider where the designers got their data. [/QUOTE]
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