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<blockquote data-quote="Neonchameleon" data-source="post: 6007097" data-attributes="member: 87792"><p>Of course they aren't. </p><p> </p><p>They aren't about fighter-caster imbalance because they don't know it's an issue in D&D play. The problem with fighter-caster imbalance is that it's false advertising. It's something you only notice fails badly after you run into itl</p><p> </p><p>But as for "lack of access to healing", how the hell do you think you get a gritty game without lack of access to healing? How do you get one with everyone wandering around with Plot Protection From Swords - a.k.a. Hit Points? The problem is that the D&D systems, <em>especially</em> the emergent play from 3.5, is the absolute opposite of what you are saying they want. D&D is not, and has <em>never</em> been a gritty system - and emergent 3.5 play with the happy sticks/Wands of Cure Light Wounds are incredibly far from grit.</p><p> </p><p>4e is a grittier game than non-houseruled 3.0/3.5/Pathfinder. And given that that's the opposite of the design goals and playstyle of 4e, this is really quite an impressive achievement.</p><p> </p><p></p><p> </p><p>This is complete crap. The <em>high point</em> of CharOp was 3.5 with Pun-Pun and the Omniscifer. With 4e, WotC turned away from the explicit game design goal to reward system mastery that was embedded in 3.0 by Monte Cook's own admission and carried forward into 3.5. 4e has moved <em>away</em> from this assumption.</p><p> </p><p>With 4e WotC turned away from CharOp being rewarded, and with all the errata they put out, they make sure that the CharOp builds don't get <em>too</em> far ahead. If anything 4e <em>penalises</em> the dark side of CharOp and makes the light side of CharOp too easy to really be worth it.</p><p> </p><p></p><p> </p><p>And I am very glad of it! The time for a post-9/11 D&D was in about <em>2003</em>. It is now over a decade since 9/11 and I, for one, don't want to play a game about American Cultural Trauma. Not everyone is wrapped up in an event that happened over ten years ago - and 4e very definitely is pitched to appeal to people who've taken part in the biggest thing in gaming in the past ten years - World of Warcraft. And believe it or not the people watching Game of Thrones are a miniority - ratings high of 4.2 million for the most recent season finale. It would make more sense to go after True Blood fans (6.3 million for the most recent season finale, with 5 million being for the first showing) - and True Blood isn't the grit you describe. Hell, it would make more sense to go after Dr Who fans - in Britain 4.2 million viewers for Dr Who got it taken off the air.</p><p> </p><p>Your social circle may like Game of Thrones. But that's your social circle. True Blood is a better performing HBO show than Game of Thrones. And True Blood is many things (including better with the fast forward for Sookie's scenes), but gritty it ain't.</p><p> </p><p>And yes, like slobster, I've got a few to enjoy D&D - <em>via boardgames</em>. You need some sort of gateway for many people. You can grab the WoW fans through WoW similarities combined with a lack of WoW issues (such as not being able to outthink the world much, and through lack of griefers). But you need a gateway for people who won't take the game seriously.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 6007097, member: 87792"] Of course they aren't. They aren't about fighter-caster imbalance because they don't know it's an issue in D&D play. The problem with fighter-caster imbalance is that it's false advertising. It's something you only notice fails badly after you run into itl But as for "lack of access to healing", how the hell do you think you get a gritty game without lack of access to healing? How do you get one with everyone wandering around with Plot Protection From Swords - a.k.a. Hit Points? The problem is that the D&D systems, [I]especially[/I] the emergent play from 3.5, is the absolute opposite of what you are saying they want. D&D is not, and has [I]never[/I] been a gritty system - and emergent 3.5 play with the happy sticks/Wands of Cure Light Wounds are incredibly far from grit. 4e is a grittier game than non-houseruled 3.0/3.5/Pathfinder. And given that that's the opposite of the design goals and playstyle of 4e, this is really quite an impressive achievement. This is complete crap. The [I]high point[/I] of CharOp was 3.5 with Pun-Pun and the Omniscifer. With 4e, WotC turned away from the explicit game design goal to reward system mastery that was embedded in 3.0 by Monte Cook's own admission and carried forward into 3.5. 4e has moved [I]away[/I] from this assumption. With 4e WotC turned away from CharOp being rewarded, and with all the errata they put out, they make sure that the CharOp builds don't get [I]too[/I] far ahead. If anything 4e [I]penalises[/I] the dark side of CharOp and makes the light side of CharOp too easy to really be worth it. And I am very glad of it! The time for a post-9/11 D&D was in about [I]2003[/I]. It is now over a decade since 9/11 and I, for one, don't want to play a game about American Cultural Trauma. Not everyone is wrapped up in an event that happened over ten years ago - and 4e very definitely is pitched to appeal to people who've taken part in the biggest thing in gaming in the past ten years - World of Warcraft. And believe it or not the people watching Game of Thrones are a miniority - ratings high of 4.2 million for the most recent season finale. It would make more sense to go after True Blood fans (6.3 million for the most recent season finale, with 5 million being for the first showing) - and True Blood isn't the grit you describe. Hell, it would make more sense to go after Dr Who fans - in Britain 4.2 million viewers for Dr Who got it taken off the air. Your social circle may like Game of Thrones. But that's your social circle. True Blood is a better performing HBO show than Game of Thrones. And True Blood is many things (including better with the fast forward for Sookie's scenes), but gritty it ain't. And yes, like slobster, I've got a few to enjoy D&D - [I]via boardgames[/I]. You need some sort of gateway for many people. You can grab the WoW fans through WoW similarities combined with a lack of WoW issues (such as not being able to outthink the world much, and through lack of griefers). But you need a gateway for people who won't take the game seriously. [/QUOTE]
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