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1 year ago  ::  May 14, 2012 - 7:46PM #31
dmgorgon
Date Joined: Jan 10, 2012
Posts: 3,147

May 14, 2012 -- 7:14PM, MechaPilot wrote:


I would hope that one isn't trying to adapt material to a new edition "on the spot."  Regardless of edition, that seems rather impractical to me.





But that's my entire point, it could be done that way.    I could adapt the Demonweb Pits to 2e on the spot.  

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1 year ago  ::  May 14, 2012 - 7:52PM #32
MechaPilot
Date Joined: Oct 5, 2007
Posts: 10,065

May 14, 2012 -- 7:46PM, dmgorgon wrote:

May 14, 2012 -- 7:14PM, MechaPilot wrote:


I would hope that one isn't trying to adapt material to a new edition "on the spot."  Regardless of edition, that seems rather impractical to me.





But that's my entire point, it could be done that way.    I could adapt the Demonweb Pits to 2e on the spot.  



I've never used or played in a published adventure before.  What edition did Demonweb Pits come out for?

Why Mechanics-Alignment Integration is Bad Show

Mar 4, 2012 -- 5:04PM, MechaPilot wrote:

Mar 4, 2012 -- 3:46PM, Warrant wrote:

so why even play a fighter if you can play the paladin the exact same way behaviorally and get added power to boot. "Paladin" is about accepting better game-enhancing mechanics at the price of more rigid in game behavior.


Really?  So it goes something like this?

Fighter: "I want to be a paladin."
NPC: "Really?"
Fighter: "Yes."
NPC: "Very well."  Starts reading from a holy book while still in-character "Do you accept having to choose and stick to the lawful good alignment, eventhough neither of us actually knows that it exists or what it is?"
Fighter: "I do."
NPC: "Do you reject good game balance because you accidentally rolled a high Charisma?"
Fighter: "What?"
NPC: "I don't know what it means either."
Fighter: "Oh.  Umm, ok I do."
NPC: "In the name of all that is metagamey and broken, accept these better game enhancing mechanics."
Fighter: "These what?"
NPC: "Just get out there and try to fulfill a million different people's notion of good while not violating and part of any of them."


taking an argument too far Show

Apr 16, 2012 -- 9:27PM, Frostball wrote:

So the system is designed such that every single hit needs to be described to avoid confusion?  Here's a scenario.  The players are nudists, everybody in the world are nudists, it's not weird, it's totally normal in this land.  They are naked and they fight drakes taking damage throughout, but healing up with surges.  Later they meet the guy who raised the drakes.

Part 1:  I didn't describe any of the hits.  What does he see?

Part 2:  Lets say I described the drakes as biting the players, yet they healed up.  What does he see?



Fencing & Swashbuckling as Armor.

D20 Modern Toon PC Race.

Mecha Pilot's Skill Challenge Emporium.

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1 year ago  ::  May 14, 2012 - 7:55PM #33
dmgorgon
Date Joined: Jan 10, 2012
Posts: 3,147

May 14, 2012 -- 7:21PM, Webster wrote:

You can't play D&D without putting SOME effort into it. Take a look at the first few pages of any module, and right there it tells YOU the DM to read through the entire adventure and make changes appropriate to your players.

The fact that "You" don't have the time that "You" did back in high school isn't a problem with any system. It's the reality of "Your" life.




That's a big asumption, of course I have the time to read the module, that's part of the fun.  

What i don't have time for is rewriting every single encounter, replacing all the treasure, converting spells to traps or hazards, describing possible skill challenges, etc.    With 4e, if you really want to play the system as it was written then you really need to do a ton of work.      Thankfully, the design structure of pre-4e systems was very similar and it didn't require nearly as much work to convert the module.  

I'm just hoping that 5e will make it easy for me to leverage my pre-4e material more than 4e ever did.      In order for this to happen I think the game will have to return to 1-20 levels and use the vancian spell casting system. 

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1 year ago  ::  May 14, 2012 - 7:55PM #34
Jharii
Date Joined: May 3, 2008
Posts: 6,136

May 14, 2012 -- 7:41PM, dmgorgon wrote:

So ignore the 4e design paradigm and you're good to go?   It sounds like a lame excuse to me, especially for a system that upholds balance and tactical combat at it's core.     I doubt most 4e players would appreciate a DM who uses his AD&D PHB spells and energy drains them.   In fact, I'm sure many would cry foul.


You're the one here questioning compatibility and complaining about it.  People are offering you valid, and good, suggestions and you continue to complain.  As I already said, 5E is not going to be a rosetta stone.  Sorry to break that news to you, but if you want to convert material into 5E (4E/3E/2E/1E), you are going to have to do some work.  If you are really lucky, the community will eventually do it for you and it will be available here (if they loosen the screws on the copyright).

But that's my entire point, if you are usually referring to previous editions for spells and magical items then why play the system in the first place?


You're the one asking about backwards compatibility.  Of course we would refer to previous editions and also provide relevant 4E examples.  That's what you asked for.

I'm just hoping that 5e will make it easy for me to leverage my pre-4e material more than 4e ever did.      In order for this to happen I think the game will have to return to 1-20 levels and use the vancian spell casting system.


Very likely not.


Reflavoring: the change of flavor without changing any mechanical part of the game, no matter how small, in order to fit the mechanics to an otherwise unsupported concept.
Retexturing: the change of flavor (with at most minor mechanical adaptations) in order to effortlessly create support for a concept without inventing anything new.
Houseruling: the change, either minor or major, of the mechanics in order to better reflect a certain aspect of the game, including adapting the rules to fit an otherwise unsupported concept.
Homebrewing: the complete invention of something new that fits within the system in order to reflect an unsupported concept.

Default module =/= Core mechanic.
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1 year ago  ::  May 14, 2012 - 8:26PM #35
Tony_Vargas
Date Joined: Sep 26, 2001
Posts: 10,809

May 14, 2012 -- 9:37AM, dmgorgon wrote:


How important is backwards compatibility for you?


Not terribly, if the new game is compatible, it's not really new, and it doesn't really have to be good, it can just coast on the success of the old one - cases in point: 2e, 3.5, Pathfinder, Essentials.   If it's not compatible, then it has to stand on it's own merits - examples would be AD&D, 3.0 and 4e.  AD&D and 4e had to compete with ongoing support for older (and/or parallel) editions of D&D (AD&D was successful in its day, but by the standard of commercial success Hasbro demands now...).  3.0 had it easiest, with no new support for older eds available once it was launched.  Even so, it failed to please the corporate masters after a few years and 3.5 was rushed out to goose revenue.

If we can't use our old material without spending a vast amount of time converting it all what is the point in playing 5e?


By that logic, 2e was fine, but there was no point in ever adopting 3e, since it required a lot of conversion to take anything from AD&D to 3e.

What I really liked about 1e, 2e, 3e, and even Pathfinder was that I could, with very little preparation, pull out a module from any edition and play it on the spot.


Run a 1e module in 3e without conversion?  Sorry, not buying it.      

The reason was that with pre-4e editions the core of the game didn’t change much.


The core mechanics changed more dramatically from 2e to 3e than they did from 3e to 4e.  4e is still basically a d20 game.  All resolution is on the d20, higher is better.  Not true of either version of AD&D.

The same monsters, spells, and magical items existed across all editions and were very similar.


There was no comparing 1e monsters to 3e.  

With 4e it was a completely different beast.   I had to spend a substantial amount of time converting the module to the 4e design paradigm.


Encounter design in 4e is so easy that creating an adventure from scratch would be easier even than converting from 1e to 2e (for which very little conversion was really required).  Ease of DMing is one of 4e's strengths.  I don't know what problems you could have run into.  

Maybe you were more trying to convert 4e to the module than the module to 4e?

This is why I think 5e will fracture the community even more.    Who is going to spend money on a system that invalidates all your existing material yet again?


That has always been an issue, and part of the automatic, unthinking resistance that has met each new ed.  The only difference with 4e (and now 5e) is that the OGL lets 3pps keep making 3.x material, so there is the option of sticking with that edition and continuing to get new stuff for it, rather than making the switch.   Obviously, they're going to try very hard to cater to the 3.x crowd for that reason - everyone else can still be dragged along by lack of new material for their favorite version.  

I don't think the fragmentation will be much greater, though.  There will still be basically two games in town: the 3.x OGL and the official latest D&D.  That some of the non-adopters of 5e and 3.x/Pathfinder might be playing 4e doesn't really make any difference, there will be no coherent support for 4e, it'll just be another out of print game with a few persistent fans.  

The fan base may shrink as people leave the game for good, though.  

Love 4e?  Concerned about its future? Join the Old Guard of 4e

"You want The Tooth?  You can't handle The Tooth!"  - Dahlver-Nar.

"If magic is unrestrained in the campaign, D&D quickly degenerates into a weird wizard show where players get bored quickly"  - E. Gary Gygax
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1 year ago  ::  May 14, 2012 - 9:58PM #36
Kaldric
Date Joined: Oct 5, 2002
Posts: 2,618
@Tony: If they didn't want to coast on the popularity of old games, then WotC probably shouldn't be calling their RPGs "D&D".
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1 year ago  ::  May 14, 2012 - 11:34PM #37
Kishri
Date Joined: Oct 28, 2008
Posts: 605

May 14, 2012 -- 7:52PM, MechaPilot wrote:

May 14, 2012 -- 7:46PM, dmgorgon wrote:

May 14, 2012 -- 7:14PM, MechaPilot wrote:


I would hope that one isn't trying to adapt material to a new edition "on the spot."  Regardless of edition, that seems rather impractical to me.





But that's my entire point, it could be done that way.    I could adapt the Demonweb Pits to 2e on the spot.  



I've never used or played in a published adventure before.  What edition did Demonweb Pits come out for?



It appeared in AD&D.  The G series (Giants) of modules lead into the D (Vault of the Drow) series and Q1 was the climax of that chain.  Q1, Queen of the Demonweb Pits was published in 1980. It was written for a party of 8 players levels 10-14.

This is a good example of a module that would be tough to play in the 4e environment as written for AD&D.  Drow have up to 90% Magic resistance.  The enemy casters are on the Vancian system -- in this case just about every monster in the module.  Many of the spells lasted minutes and elements of the adventure is based on that.  There are a lot of 1e magic items in this, and the module assume the PCs are decked out with their own.  The module also assumes an "Anything but a 1 on the save system and even had rules for gods included).

The magic items would need an overhaul-- no two ways about that. Lolth and her minions massive vancian spell lists will simply not translate to 4e well, they just wouldn't.  I would have to throw out the copious alignment based effects too. The fact is, Q1 would require a major overhaul in 4e, for Q1 was the epitome of why 4e took the path that it did (balancing spells and casters).  Q1 exploits the classic caster love to epic effect. The module's tactics reflect the idea that the party will have the same "broken" spells and items as well.

For 4e, I would probably just redesign Lolth and her minions all together.  It would be easier, but that is not what the OP wants; he wants to use the module pretty much as written.

Yes it could be done, but what a chore.  I do believe many modules will convert more easily to 4e -- the Giants (G series) ones probably would, but as the OP states, the critter line up would have to be changed.  But for those of you saying, "AD&D to 4e module conversion is no sweat," Q1 is the absolute worst example possible.

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1 year ago  ::  May 14, 2012 - 11:51PM #38
lokiare
Date Joined: Nov 3, 2008
Posts: 15,457
The answer of course is to reprint the fluff part of the modules and then print a separate book with the 1E, 2E, 3.xE, 4E, and 5E rules parts that reference the areas...
"Hey guys, that was a good job we did killing the Lord of the Nine Hells. But man it's a good thing there weren't any oiled ropes or solid doors between us and him or we might have REALLY been in trouble."
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Look here to Check out my adventures and ideas. I've started a blog, about video games, table top role playing games, programming, and many other things its called Kel and Lok Games. I'm looking for players for a 4E fantasy grounds game.Swallowed Lich's Implement, help please.
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1 year ago  ::  May 15, 2012 - 2:20PM #39
Kaganfindel
Date Joined: Apr 1, 2007
Posts: 1,378
Mechanically, I've got no use for backward compatibility.  It comes at too high a cost.  I don't want the game system I'm playing to suffer playability or balance issues for the sake of allowing me to faithfully import resources from previous editions.


I know there are a lot of players who have been in this hobby for as long as I have or longer who are attached to all their books.  I can understand the desire to keep that massive library of game resources relevant even when you're playing in the current edition.  I just don't share it.     


One of the things I think 4e got right was to make fluff and crunch explicitly separate.  I can mothball the old rules but keep the concepts and stories and campaign settings if I care to if that design goal is met.  I can keep the theme and flavor of an older edition in a new game system if it's presented as a body of information separate from the game mechanics.  
"When Friday comes, we'll all call rats fish."
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1 year ago  ::  May 15, 2012 - 2:44PM #40
Phoenix182
Date Joined: Jun 29, 2010
Posts: 1,267
I don't look for direct compatibility. If I wanted to run the exact same module I'd run in under the older edition it was made for. However, I would like to be able to fairly easily adapt older material. Most important to me is that the FEELING and PLAYSTYLE are compatible, not the mechanics and fluff.
DISCLAIMER - Everything said by anyone is absolute subjective opinion. There are no objective claims being made by me, or anyone else, unless they overtly state 'The following is an objective claim'. At this point if you choose to be offended by anything I (or anyone else) say the problem is ENTIRELY your own.

WotC won't let us give them money because they won't produce a game we want to play.
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