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Will there be such a game as D&D Next?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 6089651" data-attributes="member: 82106"><p>This isn't a concern with 4e.</p><p></p><p>However, I must say, I don't think the sort of pacing DEFCON1 is talking about is all that big a deal. Regardless of which rooms you go through in what order or with what rests in between Ravenloft is still basically the same sort of adventure, and that's true of practically any module worth the name. Not that it is impossible for people to use modules for really different modes of play, but they're going to be subverting the module writer's intent heavily if they do. </p><p></p><p>I guess I'm weird too, but my experience with D&D of all variations has been that the vast majority of groups play with basically stock rules. I've seen a few really mild house rules and some "you can't use that, its horribly unbalanced" once in a while in AD&D, but the game really has a pretty strong concept of how play is going to go. Most actual groups out there are also not RPG theorists, they have no real grasp of play styles and whatever, they just know to try to have fun and generally fit every game into whatever arbitrary style they've learned to enjoy. Consequently I have very many doubts that any sort of modularity in DDN is all that beneficial. I think most groups will just either blindly "use everything", or they'll just blindly choose the options that are as close as possible to whatever they were playing before. </p><p></p><p>I just don't see the point.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 6089651, member: 82106"] This isn't a concern with 4e. However, I must say, I don't think the sort of pacing DEFCON1 is talking about is all that big a deal. Regardless of which rooms you go through in what order or with what rests in between Ravenloft is still basically the same sort of adventure, and that's true of practically any module worth the name. Not that it is impossible for people to use modules for really different modes of play, but they're going to be subverting the module writer's intent heavily if they do. I guess I'm weird too, but my experience with D&D of all variations has been that the vast majority of groups play with basically stock rules. I've seen a few really mild house rules and some "you can't use that, its horribly unbalanced" once in a while in AD&D, but the game really has a pretty strong concept of how play is going to go. Most actual groups out there are also not RPG theorists, they have no real grasp of play styles and whatever, they just know to try to have fun and generally fit every game into whatever arbitrary style they've learned to enjoy. Consequently I have very many doubts that any sort of modularity in DDN is all that beneficial. I think most groups will just either blindly "use everything", or they'll just blindly choose the options that are as close as possible to whatever they were playing before. I just don't see the point. [/QUOTE]
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Will there be such a game as D&D Next?
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