Irda Ranger
First Post
Yes, this is my concern too. Thank you for putting it succinctly.Crazy Jerome said:my concern about 4E is that it will be "overly engineered" to the point where the artistic concerns of playing a wide open RPG are stifled.
Yes, this is my concern too. Thank you for putting it succinctly.Crazy Jerome said:my concern about 4E is that it will be "overly engineered" to the point where the artistic concerns of playing a wide open RPG are stifled.
Irda Ranger said:Yes, this is my concern too. Thank you for putting it succinctly.
I don't really get that they are doing this at all. They are making all the classes more "flavorful" by making them more similar in one way so that they can highlight the differences between them.Wolfspider said:Hmm. Doesn't this part of the quoted article seem to describe exactly what the 4e designers are doing with classes (making each class be able to do what the others can do--disarm traps, heal, fight with equivalent BAB, etc.) and to be highly critical of this approach?
JRRNeiklot said:The idea that they have to have a mathematician to design an rpg is ludicrous. Sure D&D should require simple math, but nothing beyond calculating base attack or Thac0 or subtracting hit points should be required. And thet shouldn't require a mathematician.
JRRNeiklot said:The idea that they have to have a mathematician to design an rpg is ludicrous. Sure D&D should require simple math, but nothing beyond calculating base attack or Thac0 or subtracting hit points should be required. And thet shouldn't require a mathematician.
Designing a game and playing it are very different things.JRRNeiklot said:The idea that they have to have a mathematician to design an rpg is ludicrous. Sure D&D should require simple math, but nothing beyond calculating base attack or Thac0 or subtracting hit points should be required. And thet shouldn't require a mathematician.
Scribble said:Valid concern, but not sure if it's warranted.
I think the artistic elements will shine through boldly (more so then 3e) in the "feel" of the various classes and monsters. Provided they get that part right, of course.
The engineered part, should be the system itself, with the idea being that the specific mechanics involved have little (or should have little) to do with the "feel" of the character, as opposed to what the character does within the system.
Meaning the Rogue shouldn't feel different then the fighter just because of the dice he or she rolls. It should feel different from the fighter because of the things it does, and can do.
Also, if they ARE listening to Mr Gutschera, then he's already remarked about certain things being "out of whack." He said it's ok to let things "slide" every now and then for the sake of fun. Even though they essentially unbalance things a bit, the fun people get from them outweighs the negative consequences.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.