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You know 4th edition has succeeded when...

Maybe I'm just missing something here, but I've read the DM's Guide several times in hopes of running a game soon and I don't see the ease.

Try using them before sticking to that judgment. I've created a series of encounters that ranges from level 1 to level 9 in about 3 hours, as opposed to spending 3 hours on one session.
 

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Uhm, how about Lorraine Williams was sinking money into Buck Rogers...
This is really close to the whole edition war thing...
Supplements always sell less than cores and as more are put out less sell, the same thing will eventually happen with 4e....
Yeah, fewer elitists huh... :confused:

I'm going to admit something dark. Something so vile I haven't admitted it in many years. I LIKED the Buck Rogers stuff from TSR. Ok, now that we've got that festering sore on my soul out I can go on with my life. :)
 

Try using them before sticking to that judgment. I've created a series of encounters that ranges from level 1 to level 9 in about 3 hours, as opposed to spending 3 hours on one session.

I never took that long with 3.5, but like I said I think I was unconsciously just excising the parts that struck others so badly. I've DMed since '80, very rarely play, and don't see much difference in how it's done. Of course I enjoy the story and interaction more than combat and such. I'm now trying to figure out if I'm ahead of the game or behind it. ;) Maybe I never played D&D right in the first place, lol.
 

1. I'm not using spreadsheets for gaming any more.
2. I'm DMing again.
3. My wife is playing again.

1) I've never done this. Heck I've never even used a computer for more than writing out the background documents. What parts needed a spreadsheet, if I may ask?

2) I've never stopped since '80. I play rarely and have always enjoyed it no matter the edition. I'd like to play 4E, but am relegated to DM again.

3) Now that sounds like high praise.
 

I'm going to admit something dark. Something so vile I haven't admitted it in many years. I LIKED the Buck Rogers stuff from TSR. Ok, now that we've got that festering sore on my soul out I can go on with my life. :)

Me, too, friend, me too. :D I really got a charge out of the setup to that game; the rules system didn't do the world justice, and it provided a good bit of inspiration for me in some Alternity games I used to run.

1) I've never done this. Heck I've never even used a computer for more than writing out the background documents. What parts needed a spreadsheet, if I may ask?

2) I've never stopped since '80. I play rarely and have always enjoyed it no matter the edition. I'd like to play 4E, but am relegated to DM again.

3) Now that sounds like high praise.

The thing that makes a difference for me in 4e DM prep is the much-sainted page 42, and the pages 184-185. I've committed them to memory now, I've been looking at them so much for designing encounters. Alter a monster by a point or three in any direction, and I don't have a bunch of other stats to think about that a re retroactively altered. I used to gloss other that myself, but they went and made it an actual way of life in 4e. In other words, they basically codified a house rule I've neen using, and it really worked well for me.
 

Maybe I'm just missing something here, but I've read the DM's Guide several times in hopes of running a game soon and I don't see the ease. I'm thinking that I just eased most of the earlier editions naturally. I'm still on the fence with 4E but I don't want to make a decision until I can at least run a few adventures. I'm hoping I find the ease you and others who say this have.

Most of what is in the 4th Edition DMG is more common sense than a beautifully flexible mechanic. You may find that the only differences it actually brings to your table is agreement with some of your long-standing houserules.

Nobody can tell you what is right and wrong for your game, but a playful comparison might include: When you played 3.5, unless you stated out every last HP, special ability, AC modifier, and piece of gear then you wern't doing it "Right". You were probably having more fun, yes, but you were not "Right". Along comes 4th Edition who basically says the way you've been doing it all along (making up HP and special abilities, add equipment to fluff) is the "Right" way, because it is generally more fun.

What does that mean for you? Probably not much. But you may find 4th Edition has succeeded when there are a few tools in place to help you along with your playstyle all the faster.
 


You know 4th edition will succeed when you pull together a group of players from across the country who are excited about getting a game going after 10 years of not playing.
 


The thing that makes a difference for me in 4e DM prep is the much-sainted page 42, and the pages 184-185. I've committed them to memory now, I've been looking at them so much for designing encounters. Alter a monster by a point or three in any direction, and I don't have a bunch of other stats to think about that a re retroactively altered. I used to gloss other that myself, but they went and made it an actual way of life in 4e. In other words, they basically codified a house rule I've neen using, and it really worked well for me.


I agree... I love the fact that what I DO have to prep for an adventure has become much easier, and the math has all been worked out so what I ad-hoked before now just works...

What I think page 42 ilustrates is that 4e has made adventure prep easier by making what I actually have to prep less intense...

Example: I have an NPC. I don't plan on having the NPC fight the PCs... He's important, but mainly there to give info, offer aid, or move the adventure along in some way. But I think anyone can agree that the most predictible thing about PCs is that they're generaly unpredictable...

in 4e I don't feel the need to stat up an NPC on the chance that PCs might fight him/her and I want them to face consequences if they do. NPC generation on the fly is so much easier, if it does happen, at most I'll have a momentary break.

Example 2: Giving the NPCs I DO want to stat up fun things to do requires less brainwork on my part.

I don't need to account for magic items, weapons, or defenses that I don't want to deal with falling into the PC's hands. The NPC has the power now, unless I specifically want them to have a treasure item.

Thats a big happy change for me.
 

Into the Woods

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