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4 months ago ::
Feb 05, 2013 - 9:16AM
#61
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I am still puzzled by all the Vancian casting hate; I don't love it, but it is the traditional system. We will obviously get other options at some early point in next's life (if not in core, than the 1st supplements); 4e still had Vancian elements, but added encounter (which are still play as Vancian) and at-wills (which are now minor or 0-level). Did you play up thru 3.5 hating it all the time, but are still in the game because of 4e (or using late edition add-on spell point mechanics)?
I would also like to know more about this. Vancian seems like it's always been the way things were done, until 4th. It has seemed to me like there's a lot of carryover between people who don't like Vancian, and people who don't like 4th. (Could be wrong!) Anybody want to chime in in response to rutkowski's question?
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4 months ago ::
Feb 06, 2013 - 2:30PM
#62
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What mechanics would cause me to not buy 5E? Honestly? The ones they're currently using. Things like martial damage dice & lack of contrast between races ability score wise have caused me to start playing Pathfinder. Could they fix 5E to my liking? Certainly. Do I think it likely? Certainly not.
Please keep in mind I don't mean to offend anyone, nor am I here to debate anyone and will not post further on the matter. WOTC wants opinions & I just gave them mine, as simple as that. WOTC should also keep in mind that if this post is deleted for any reason they will PERMANENTLY lose the business of a faithful D&D player since 1983.
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4 months ago ::
Feb 12, 2013 - 11:13AM
#63
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Date Joined:
Jul 19, 2012
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What I find really weird is that the declared goal of WotC was to bring together as many players as possible whatever editions they were playing. So I thought, if for example 4th edition players are like 55% of the playing community, they gonna start working with 4th edition and correct/modify/tweak it toward features that were really popular in 3rd, 2nd etc. If it's like 57% from 2nd edition, they'll take it as a starting basis and cotrrect it to bring other edition players. And so on and so forth, you get it. Instead, the feeling I have is that they created new mechanics that are not related to the most popular editions, they changed the classes so they are neither 3.5 ed nor 4 ed but something different still not satisfying.
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3 months ago ::
Feb 14, 2013 - 11:50AM
#64
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Date Joined:
Oct 21, 2012
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I agree with the poster who said there’s no going back to 4ed. DDN may have its flaws, but our encounters group felt like a complete game, rather than a hash and slash. There’s room for character development, exploration, and adventure. DDN is also challenging our DM in all the right ways, which will only make him a better DM. There’s a lot of discussion about how to entice a new players while maintaining strong relationships with core D&D players. When it comes to out of the box RPG’s, Fantasy Flight nailed it with Descent: Journey’s into the Dark, 2nd ed. Here’s a game that’s out of the box, with well defined dungeon/map tiles, mini’s and cards that work seamlessly to engage and teach new players. If my Mom’s grasping core rpg concepts (including dice rolls) from Descent, while keeping us long-time gamers challenged and entertained, then the product is quality. Wizards needs to study the appeal/playability behind Descent, come up with a ‘branded’ version that’s DDN (like Drizzt). Allow the game to teach the players, while maintaining DDN ruleset to entertain current players. A boxed design which can be played as a stand alone or as a good introduction, or conversion, into DDN. Complete the game with quality tiles, and creatures and adventures (with the ability to create adventures). Have Hasbro place it on the shelves of every major retailer--Target, K-Mart, etc. From that, Wizards will have the opportunity to draw new players from the box, on to their website, and into their local game store. I want to emphasis the word opportunity, because Wizards has one shot to draw in new players while maintaining good standing with D&D’s base players. The absence of conversion (from old maps, tiles, minis, adventures) will tick off many players. Keep all edition components somewhat compatible (allow for house rules) and pump out quality products: mini’s, maps, map tiles, adventures, creatures, etc. Keep the player’s handbook simple and core to the game, with minimal revisions. An introduction to D&D, and DDN, should be fun and simple, with majority of the adventure being played out in the imagination. If Wizards can successfully engage a more mainstream base while keeping long-timers content and challenged, then DDN could be Hasbro’s next best thing. If not, the brand will collapse into the shadow and labled a once great vintage RPG war game.
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3 months ago ::
Feb 14, 2013 - 3:06PM
#65
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Date Joined:
Jan 29, 2013
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I would probably avoid 5E if saves or attacks were resolved with the ole "flip a coin" mechanic.
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3 months ago ::
Feb 16, 2013 - 6:09PM
#66
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Date Joined:
Apr 14, 2004
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I agree with the poster who said there’s no going back to 4ed. DDN may have its flaws, but our encounters group felt like a complete game, rather than a hash and slash. There’s room for character development, exploration, and adventure.
Could you say what made 5e a complete game vs 4e hack and slash? And what character development, exploration, and adventure options 5e has over 4e? I'm curious why you think this way.
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3 months ago ::
Feb 16, 2013 - 11:20PM
#67
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Date Joined:
May 27, 2012
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Could you say what made 5e a complete game vs 4e hack and slash? And what character development, exploration, and adventure options 5e has over 4e? I'm curious why you think this way.
I know it's not directed at me, but this really has me thinking, because I kind of agree with WintersKnight and I can't exactly put it into words. Maybe it's a presentation issue?
The clearest I can say, I think, is that 4E felt like an extremely structured game - you had to convert actions into game mechanics before resolving them - where 5E feels like you can just make up something and not worry about the exact mechanical effects.
Sorry, I know that's not exactly clear
The metagame is not the game.
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3 months ago ::
Feb 17, 2013 - 12:01AM
#68
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Date Joined:
Feb 10, 2011
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I am still puzzled by all the Vancian casting hate; I don't love it, but it is the traditional system. We will obviously get other options at some early point in next's life (if not in core, than the 1st supplements); 4e still had Vancian elements, but added encounter (which are still play as Vancian) and at-wills (which are now minor or 0-level). Did you play up thru 3.5 hating it all the time, but are still in the game because of 4e (or using late edition add-on spell point mechanics)?
I would also like to know more about this. Vancian seems like it's always been the way things were done, until 4th. It has seemed to me like there's a lot of carryover between people who don't like Vancian, and people who don't like 4th. (Could be wrong!) Anybody want to chime in in response to rutkowski's question?
A disclaimer before I lay into Vancian magic: I don't mind it. It's not my perferred system for spellcasting, but it's the one D&D has, and I'm fine with that. That said the vancian hate makes perfect sense to me.
To many people, going back to vancian magic is like going back to THAC0 (Which by the way 3e players, some people DO want to do). When trying to build a system that is intuitive and easy to grasp for new players, having these bizarre memory "slots" is immersion breaking and gamey.
I've brought quite a few new players in, and often they want to play wizards. When they get told, "Nah, you should probably play a fighter," or they play a wizard and it seems confusing and difficult so they don't enjoy themselves, you've lost a potiential fan of the system.
With other areas of the game this would be addressed and refined, to make enty-level play better, but vancian magic is a sacred cow that can't be driven away, because, "vancian magic IS D&D."
The real question I have is apart from tradion, what do players like about vancian magic?
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3 months ago ::
Feb 17, 2013 - 12:05AM
#69
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Date Joined:
Feb 10, 2011
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Could you say what made 5e a complete game vs 4e hack and slash? And what character development, exploration, and adventure options 5e has over 4e? I'm curious why you think this way.
I know it's not directed at me, but this really has me thinking, because I kind of agree with WintersKnight and I can't exactly put it into words. Maybe it's a presentation issue?
The clearest I can say, I think, is that 4E felt like an extremely structured game - you had to convert actions into game mechanics before resolving them - where 5E feels like you can just make up something and not worry about the exact mechanical effects.
Sorry, I know that's not exactly clear 
This is the saddest part of 4e for me. It's so codified that people think that's all you can do.
They gave players so many options, they think of things that aren't those options as limitations.
With a few exceptions, anything you can do in 3e, you can do in 4e.
The real crime is that WotC took way too long to challenge these assumptions.
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3 months ago ::
Feb 19, 2013 - 7:03AM
#70
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Date Joined:
Oct 21, 2012
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I agree with the poster who said there’s no going back to 4ed. DDN may have its flaws, but our encounters group felt like a complete game, rather than a hash and slash. There’s room for character development, exploration, and adventure.
Could you say what made 5e a complete game vs 4e hack and slash? And what character development, exploration, and adventure options 5e has over 4e? I'm curious why you think this way.
Thanks for calling me out. There are many things about 4ed I really like. I really enjoy the map tiles, and the combat could be fun. WoC delivers quality products, such as Dungeon Command. My personal experience with 4ed is a little different because I came into D&D a few months ago because my friends wanted to start a campaign (then they backed out). So, I was left going to my local game store for encounters. BTW--Coming into the game was highly frustrating, which is why my friends backed out. WoC needs to do a better job in retaining new customers. When I looked at their website, I was told to buy the red box. In reality, I never used it, so I picked up the players handbook, DM guide and MM, as recommended in past forums. When I got to the table, I realized everyone was using Essential products, which annoyed me. It became a complete turn-off when I saw the community transitioning to DDN. WoC needs to direct new players to the correct products. (I really like the 1ed modules they're selling as pdf). As a whole, I might have more of a problem with the encounters group vs. 4ed. Being encounters, it was heavily combat focused, with no room for character and story development. The players never developed their characters and as our xp developed, it was like we were investing in another skill, a maneuver, attack, etc. My store switched to DDN a couple weeks back. We had an awesome turn out. Making my character in DDN was a lot of fun. The focus went from investing in skills to investing in character development. The idea of creating a character that could be generic or developed into a specialized and focused hero, appealed to me. This season, the encounters group seem much more RP oriented-rather than combat oriented. So we went from a world that was static and stuck on a grid (4ed.) to something that was more spatial. Our current encounters feels more home-brew and the players seem more interested in developing their characters rather than slashing and hashing. I know this is only a play test (an everything will prob. change), but I seem to be connecting to the rules and the game as a whole. I really can’t pinpoint exactly where, when, or how that shift happened.
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