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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: 6094499" data-attributes="member: 82106"><p>Right, but as a couple of us have mentioned, 4e allows for a direct cinematic play within the structure of an encounter, as the party is pushed and then recovers and pushes back using in-combat healing. That plus the assymetric monster design almost guarantees this sort of result is the default (it isn't terribly visible if you have highly static encounters, I think 4e devs didn't understand that well enough at first).</p><p></p><p>4e then allows for a 'cinematic day' as well, again HS work here pretty much like your hourly healing, HD, etc. except in a sense better because the pacing is adjustable (DM can press the party, denying a short rest, or allow one for even a brief 30 second pause, DDN requires several hours).</p><p></p><p>The whole resource game can then also play out over a day, or more, because again 4e is putting the daily heal pacing into the DMs hands. He can allow or deny a long rest as desired, and even provide intermediate levels of resting (there are no specific rules for this, but also no issue with it). In other words the DM could give back an HS, remove HS, give back other resources but not HS, etc. </p><p></p><p>It is about options and flexibility. All of this of course doesn't necessarily serve the old style timed resource game model that Gygax developed. IMHO Gygax was overly concerned with verisimilitude at that point, which was a commonly expressed measure of game quality at the time (it was a major point of wargames and was overly valued by RPGs in the pre-1984 or so era). DDN is built around that, 4e is built around GM (and possibly player) gated pacing.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 6094499, member: 82106"] Right, but as a couple of us have mentioned, 4e allows for a direct cinematic play within the structure of an encounter, as the party is pushed and then recovers and pushes back using in-combat healing. That plus the assymetric monster design almost guarantees this sort of result is the default (it isn't terribly visible if you have highly static encounters, I think 4e devs didn't understand that well enough at first). 4e then allows for a 'cinematic day' as well, again HS work here pretty much like your hourly healing, HD, etc. except in a sense better because the pacing is adjustable (DM can press the party, denying a short rest, or allow one for even a brief 30 second pause, DDN requires several hours). The whole resource game can then also play out over a day, or more, because again 4e is putting the daily heal pacing into the DMs hands. He can allow or deny a long rest as desired, and even provide intermediate levels of resting (there are no specific rules for this, but also no issue with it). In other words the DM could give back an HS, remove HS, give back other resources but not HS, etc. It is about options and flexibility. All of this of course doesn't necessarily serve the old style timed resource game model that Gygax developed. IMHO Gygax was overly concerned with verisimilitude at that point, which was a commonly expressed measure of game quality at the time (it was a major point of wargames and was overly valued by RPGs in the pre-1984 or so era). DDN is built around that, 4e is built around GM (and possibly player) gated pacing. [/QUOTE]
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