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PostPosted: Mon Jan 09, 2012 9:25 am 
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And apparently, the NY Times broke the story before the scheduled press embargo.

NY Times wrote:
True believers have lost faith. Factions squabble. The enemies are not only massed at the gates of the kingdom, but they have also broken through.

This may sound like the back story for an epic trilogy. Instead, it’s the situation faced by the makers of Dungeons & Dragons, the venerable fantasy role-playing game many consider to be the grandfather of the video game industry. Gamers bicker over Dungeons & Dragons rules. Some have left childhood pursuits behind. And others have spurned an old-fashioned, tabletop fantasy role-playing game for shiny electronic competitors like World of Warcraft and the Elder Scrolls.

But there might yet be hope for Dungeons & Dragons, known as D&D. On Monday, Wizards of the Coast, the Hasbro subsidiary that owns the game, is expected to announce that a new edition is under development, the first overhaul of the rules since the contentious fourth edition was released in 2008. And Dungeons & Dragons’ designers are also planning to undertake an exceedingly rare effort for the gaming industry over the next few months: asking hundreds of thousands of fans to tell them how exactly they should reboot the franchise.

The game “is a unique entertainment experience because it’s crafted by the players at the table, and every gaming session is different,” said Liz Schuh, who directs publishing and licensing for Dungeons & Dragons. “We want to take that idea of the players crafting that experience to the next level and say: ‘Help us craft the rules. Help us craft how this game is played.’ ”

Dungeons & Dragons, created by Gary Gygax and Dave Arneson, was the first commercially published role-playing game when it came out in 1974. In the game imagination is the playscape, assisted by graph-paper maps, miniature figurines of orcs and hobbits and a referee called a “dungeon master” who moderates an improvised story with a pretend fellowship of wizards, warriors and rogues.Players toss polyhedral dice and consult tomes of rules to determine outcomes. It has shades of the “Lord of the Rings” movies, except that in the game players assembled around a table get to be the characters.

“There is something fundamental to the D&D role-playing game that answers a need for people,” said Mike Mearls, senior manager of Dungeons & Dragons research and development — that need being telling your own heroic story. Throughout the 1970s and ’80s Dungeons & Dragons grew from a cult sensation into something more, surviving, even thriving, after unfounded accusations that it led teenagers to practice black magic and commit suicide. Since the game’s birth an estimated 20 million people have played it and spent $1 billion on its products. Many computer coders once dabbled in the hobby, which explains why so many video games today use a “run through a dungeon and kill monsters” premise, and borrow concepts — avatars, levels, open-ended stories, cooperative game play — pioneered by Dungeons & Dragons. The nerdy pastime has even become a badge of honor for hipsters and artists, with the likes of the film director Jon Favreau, the comedian Stephen Colbert, the N.B.A. star Tim Duncan and the actor Vin Diesel professing their love of the game, and the NBC comedy “Community” using it as a plot point in a recent episode.

But Dungeons & Dragons has slumped, buffeted by forces external and internal. The company does not release sales figures, but analysts and gaming experts agree that sales of the game, and all tabletop role-playing ones, have been dwindling for years. Ryan Scott Dancey, chief executive of the game company Goblinworks and a former vice president at Wizards of the Coast, said the overall market peaked between 1999 and 2003 and has been in steady decline since 2005. “My instincts are it’s slower than ever,” he said.

Electronic games have done the most damage, as entries like World of Warcraft and the currently hot-selling Elder Scrolls V: Skyrim let players (represented by tricked-out avatars) conquer acres of fantastically rendered digital landscapes without the need for hours of time spent writing the story line and sketching Middle Earth-like maps.

“If all you’re looking for is fulfillment of your wish to be an idealized projection of yourself who gains in wealth and power by overcoming monsters, there are lots of ways to do that nowadays,” said Tavis Allison, a game designer in New York who has made his own role-playing game, Adventurer Conqueror King. “In the ’70s Dungeons & Dragons was the only game in town.”

Edition wars have also wounded the game. Various rules systems have been released over Dungeons & Dragons’ 38-year history: Basic, Advanced, Advanced 2nd edition, 3.0, 3.5, 4.0. Devotion to particular rules can be fanatical. Hostilities about how to best play the game — for example, how a sorcerer casts spells — flare up among the core fan base.

A result, said David M. Ewalt, a senior editor at Forbes and the author of a forthcoming history of Dungeons & Dragons, has been a fractured fan base. The game is a group activity, he said, and playing together is tricky when players use different rules. “Imagine trying to organize a basketball team, if the point guard adheres to modern league rules, but the center only knows how to play ancient Mayan handball.”

When the N.B.A. adopted the 3-point shot in 1979, purists cried foul at rules changes, just as many D&D devotees dismissed the rules of the game’s fourth edition as dumbed down, overeager to mimic multiplayer online games like Warcraft — and favoring killing over the role-playing and storytelling roots of Dungeons & Dragons. Some began playing other role-playing games like Pathfinder, which won over disgruntled players. Miniature war games like Warhammer or Wizards of the Coast’s own trading-card game Magic: The Gathering have also diluted Dungeons & Dragons’ dominance.

With the new edition and the call for feedback, in a “hearts and minds” campaign, Wizards of the Coast is attempting to rally players to the cause . The strategy centers on asking them what they’d like to see in a new version and giving everyday gaming groups the chance to test new rules. “We’re really lucky that we have such passionate fans,” Ms. Schuh said, “and we anticipate they’ll roll up their sleeves and help us in this effort.”

Greg Tito, games editor for The Escapist, an online games culture magazine, will be one of them. “The long open testing period for the next edition, if handled correctly, could be exactly what’s needed to make players feels invested in D&D again,” he said.

The rule changes are part of several efforts to keep the brand relevant. Wizards of the Coast already publishes a steady stream of products set in the D&D universe: fantasy novels (by authors like R. A. Salvatore), comic books and board games. To combat the perception that the game requires hours of planning, the company organizes weekly drop-in sessions called D&D Encounters, run in game shops nationwide; they’re billed as an easy way “to fit your game in after school or work.”

Wizards of the Coast has also made previous forays into the digital realm. Dungeons & Dragons Online was released in 2006. Since becoming free to play, the game has gained over one million new players, an impressive figure for D&D but relatively insignificant compared to World of Warcraft’s 10-million-plus paid subscribers. A Facebook game called Dungeons & Dragons: Heroes of Neverwinter made its debut this fall. Also, a “virtual tabletop” product to allow Dungeons & Dragons acolytes to play online is being Beta-tested.

Still, a new edition could backfire, if the changes requested by hard-core fans can’t be reconciled or if players believe the company is merely paying lip service to their concerns. Nonetheless the company remains “absolutely committed” to the core tabletop game-play, Ms. Schuh said. “People want that face-to-face experience.”

Certainly committed players will remind you that tabletop role-playing games still outperform computer games in one key arena: improvisation. Video games have limits. Some dungeon doors can’t be opened because a programmer didn’t code them to open. Dungeons & Dragons remains a game where anything can happen.

So while Call of Duty: Modern Warfare 3 and Portal 2 may have their day in the sun, “they can’t compete with a live Dungeon Master for throwing thrills at the players,” James W. Ward, a game designer and former vice president of TSR Inc., the company that originally published D&D, wrote in an e-mail. “The fun of growing a character while your friends do the same thing around a table munching on M&M’s and other snacks is difficult to duplicate.”

Even if players increasingly bring their iPads, loaded with Dungeons & Dragons rulebooks, to the gaming table.


Obviously not the most gamer-oriented source, but it'll be interesting to see more details about the campaign (if you'll pardon the pun) as they roll out from more targetted sources. It'll also be interesting to see what happens when players get what they want, namely feedback. Edition wars are bad enough when they're dictated from on high; I shudder to think the kinds of clashes of interest when people are competing, as it were, for WotC's attention to define the new edition.

At the same time, maybe some interesting core ideas can come from this, and maybe the mere notion that they're soliciting feedback will soften the grognards' hearts. This is kind of funny, to me, because our group has, more or less, moved on from D&D to other stuff, so I'm not even sure what my feedback would be. What *do* I want in a D&D product? I'm left, recently, kind of shrugging and saying, "I don't know."

One thing I do think is fair to say I want. I want the online tools that were promised with 4th edition. In a market where 3rd parties are providing and DMs are adapting kludgy solutions to modern problems of gamer group migration, maturing markets with other RL commitments, etc., the one thing I Know For Sure that WotC missed out on with 4th was the opportunity to provide a comprehensive suite of useful tools to play their new edition. It's not that I necessarily want to see the 3rd party, crowdsourced, and open sourced projects like OpenRPG and various experiments with Google Wave or Hangouts crushed and put out of business, as it were, but Wizards had (and potentially has, with a 5th ed) an opportunity to create something special and truly useful and hasn't even delivered on it yet.

Perhaps what I want most out of D&D 5th is a such a set of tools that I can use and apply to my non-D&D interests. Maybe this is an opportunity for Wizards to realize that they've missed the boat; their property's editions are too fragmented, the independent gaming industry they helped foster with their attempt to farm some free material for their own system has taken the ball, run with it, and further fractured and fragmented the industry as a whole, with a diversity of products to appeal to the myriad tastes in gaming that have developed over the decades. So now, maybe the best way to capitalize on the industry isn't to try to win back the hearts and minds of lapsed D&D interest, nor to try to reconcile the adherents of multiple editions to One Edition To Rule Them All and Sell Product Again. Maybe the best way to capitalize on the industry is to use your resources, which are still the best funded and have the best name recognition and hasn't yet exhausted your brand's respect, to create system agnostic tools and let the gamers and independent developers worry about the system itself.

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PostPosted: Mon Jan 09, 2012 9:46 am 
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What I want from a D & D product is for them to stop changing the rules every five years.

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PostPosted: Mon Jan 09, 2012 10:28 am 
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It would have been 8 years if there hadn't been a 3.5 reboot, but even then that's too soon. 10 years is really the bare minimum and it should be closer to 12. There wasa lot of room left for more work on 3.5. Tome of Battle alone could have spawned a good 3 or 4 sourcebooks to support it, maybe more.

I don't know if I'm very optimistic about a new edition though. Not to get into a 3.x vs. 4.0 debate, but the biggest reason there was not a major community buy-in to the switch from 3.x to 4.0 as there was in 1 to 2 and 2 to 3 is this:

[url]asking hundreds of thousands of fans to tell them how exactly they should reboot the franchise.[/url]

Granted, in this most recent shift they didn't specifically asked, they just went with what the loudest mouths on the internet were telling them, and that was to balance the game like an MMO, and that focus on "balance" as an overriding concern forced all the other changes, both positive and negative. The problem was that a there was a vocal minority that didn't want balance in the MMO way, and what was a vocal minority online really represented a very large portion of the community that didn't frequent sites like GitP and spend all kinds of time proving that "the game is broken!" when played under conditions where the DM responds... exactly like a computer running an MMO! Many of the arguments sounded like reproductions of the same arguments we had on the Glade over DKP vs fiat loot or whether a Ranger should be mainly a melee, ranged, or tank character, and incorporated a lot of the same oversimplified assumptions, and worst of all, constantly cited the supposed "rule 0 fallacy" to prove the the rules as written were broken, completely ignoring the facts that A) the game is designed with the assumption the DM will make changes B) that not all the "rules" are really "rules". The fact that you roll a d20 for atack is a rule, the list of magic items in the DMG is not a rule, nor is WBL; they are suggestions and guidelines that the DM can use to whatever degree he pleases (although obviously he will need to watch the effects of whatever he introduces or removes carefully) and C) that the rules are not real-world legal documents and were not all written with exacting attention to terminology in every case. The arguments over "unamred strikes" versus "unarmed attacks" in order to make the plight of the monk even worse than it really was simply to prove how "broken" the game was comes to mind.

This was compounded by the fact that a lot of the "brokenness" in 3.x was a result of poor playtesting, or rather, unimaginitive playtesting. Magic, especially, was tested by people who played it just like a stereotypical 1st edition or 2nd edition wizard/mage/magic-user/cleric/druid would have used it, not the way a 3.x optimizer would. Of course, the complaints were made in 2008 when the optimizers had 8 years to figure out ways to break the game, whereas playtesting occured when the game was brand new and experiences with previous editions was all there was to go on.

I do think that the 3.5 revision, the fact that 4.0 did respond to the internet shouting and the quick move (3.5 years is pretty quick) to start work on a new edition are favorable insofar as they demonstrate WotC is indeed trying to respond to the fanbase's opinions and wants. The problem I think lies in the fact that the fanbase isn't all that unified and more importantly, is too heavily influenced by MMOs. The fact is that a tabletop game isn't an MMO and shouldn't be written to approximate one.

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PostPosted: Mon Jan 09, 2012 10:39 am 
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Honestly, for all its flaws, 3.x d20 is my favorite system to date. (Well, Star Wars Saga Edition is right up there, too.)

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PostPosted: Mon Jan 09, 2012 11:48 am 
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My problem is that everything d20 feels like.. d20. And on top of that, d20 is so preparation intensive nobody I know really wants to run it anymore. There's a reason an entire industry spring up to support d20 with monster compendiums, adventures, ready-made npcs, magic items, etc... It's a nuisance to build mid level humanoid enemies! It's character creation every time, and character creation was made in that system to be very fiddly.

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PostPosted: Mon Jan 09, 2012 3:11 pm 
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Kaffis Mark V wrote:
My problem is that everything d20 feels like.. d20. And on top of that, d20 is so preparation intensive nobody I know really wants to run it anymore. There's a reason an entire industry spring up to support d20 with monster compendiums, adventures, ready-made npcs, magic items, etc... It's a nuisance to build mid level humanoid enemies! It's character creation every time, and character creation was made in that system to be very fiddly.


That is one thing that 4e did very well was easy game preparation - pretty much one cheat sheet is all anyone needs to be able to throw together an encounter even on the fly in the middle of a session.

But then again, I actually like 4e enough to have spent thousands of dollars on stuff for the 4e campaign I'm running (fortunately almost all stuff that would carry over to 5e as well if it proves worth running).

Anyways though, from the sounds of it, it looks like an actual 5e release will be years out, because right now they're just trying out some things to test design and see what direction development is going to go.


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PostPosted: Mon Jan 09, 2012 4:03 pm 
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See, i rather like the complexity and diversity of d20. Everything in 4e feels very...generic. I love the "building" portion of character and encounter design (although honestly, few NPCs or monsters need much attention other than simply grabbing their monster manual entry, possibly throwing a template on them or advancing them a hit die or two. That level of detail is reserved for PCs or possibly recurring NPC villains.)

That said, by the time it was done, I think I liked Saga's character design even better than d20s. of course, it was somewhat of a hybrid in between what D20 was and what 4e become. Some 3e fans hated saga because they saw it as a stepping stone in the direction of 4e's generic class design, but I saw it more along the lines of already incorporating the best ideas they had for 4e, but before they took the axe to the ability of players to customize and optimize.

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PostPosted: Mon Jan 09, 2012 4:05 pm 
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Kaffis Mark V wrote:
My problem is that everything d20 feels like.. d20. And on top of that, d20 is so preparation intensive nobody I know really wants to run it anymore. There's a reason an entire industry spring up to support d20 with monster compendiums, adventures, ready-made npcs, magic items, etc... It's a nuisance to build mid level humanoid enemies! It's character creation every time, and character creation was made in that system to be very fiddly.


This is a valid criticism. The other side of the coin is that with 4e it is not possible to customize characters enough. Ironically, I had this problem with 2e; before 3e came out I always wished there were more options to customize, although kits did help a lot.

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PostPosted: Mon Jan 09, 2012 5:23 pm 
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Diamondeye wrote:
It would have been 8 years if there hadn't been a 3.5 reboot, but even then that's too soon. 10 years is really the bare minimum and it should be closer to 12. There wasa lot of room left for more work on 3.5. Tome of Battle alone could have spawned a good 3 or 4 sourcebooks to support it, maybe more.

See, this is what I don't get. People say "4e is crap, just Tome of Battle melee classes!" -- and that's basically what 4e was working to do. The problem with Tome of Battle is it invented and forced the DM (let alone a player who's had more than one Tome of Battle character) to keep track of half a dozen ways to do similar things. 4e was an effort to do that while using similar terminology and structure to avoid the unnecessary complexity.

In any event, I don't think it's fair calling 3.5 a reboot. 3.5 was a glorified reprint with errata included. It was good errata, as evidenced by people bothering to re-purchase. But people forget that, and the backlash against 4e as being "too soon" is, IMO, subconscious resentment over having bought the errata now that enough time had passed to take for granted how good the errata was.

As far as 8 years being too soon; this is the information age. An edition might last 12 years when it's just a DM working out house rules in his basement, and only TSR is publishing content, and only maybe half a dozen friends cooperating as players to break the content without their DM noticing. But with OGL and the Internet, now you've got entire forums of DMs collaborating and offering advice and feedback on variant rules (you can't even call them "house" anymore, IMO, when they come off the collected input and brainstorming of the Internet), a cottage industry of indie PDF publishers cranking out content by the gigabyte, and an entire community of players competing to find the most ridiculously broken combinations of builds and content so they can coin the next fad build name and be famous (in their own minds) for creating the "diplomancer" or what have you. I'm surprised it lasted 8.


Coren wrote:
Kaffis Mark V wrote:
My problem is that everything d20 feels like.. d20. And on top of that, d20 is so preparation intensive nobody I know really wants to run it anymore. There's a reason an entire industry spring up to support d20 with monster compendiums, adventures, ready-made npcs, magic items, etc... It's a nuisance to build mid level humanoid enemies! It's character creation every time, and character creation was made in that system to be very fiddly.


That is one thing that 4e did very well was easy game preparation - pretty much one cheat sheet is all anyone needs to be able to throw together an encounter even on the fly in the middle of a session.

But then again, I actually like 4e enough to have spent thousands of dollars on stuff for the 4e campaign I'm running (fortunately almost all stuff that would carry over to 5e as well if it proves worth running).

Anyways though, from the sounds of it, it looks like an actual 5e release will be years out, because right now they're just trying out some things to test design and see what direction development is going to go.

I agree on all points. 4e was very easy to create encounters for, and the information was presented in a very DM friendly way, once you got used to it. Say what you want about the direction of the "feel" of the game itself, or whatever, but 4e was miles ahead of 3e when it comes to editing and layout.



Talya wrote:
See, i rather like the complexity and diversity of d20. Everything in 4e feels very...generic. I love the "building" portion of character and encounter design (although honestly, few NPCs or monsters need much attention other than simply grabbing their monster manual entry, possibly throwing a template on them or advancing them a hit die or two. That level of detail is reserved for PCs or possibly recurring NPC villains.)

And, yet, how many times has your game gone on hiatus, or had guest DMs helping out? Not to take potshots, because I've done the same, but I think it provides a very good example of how preparation-heavy the game can be when you get to any crunchy bits.

Talya wrote:
That said, by the time it was done, I think I liked Saga's character design even better than d20s. of course, it was somewhat of a hybrid in between what D20 was and what 4e become. Some 3e fans hated saga because they saw it as a stepping stone in the direction of 4e's generic class design, but I saw it more along the lines of already incorporating the best ideas they had for 4e, but before they took the axe to the ability of players to customize and optimize.

I enjoy Saga as a reasonable middle ground. My biggest beefs are with the proliferation of Force substitution talents and whatnot. I think mixed groups suffer for how broadly applied a Jedi can make his one Force skill, and how it's essentially the only skill that can consistently exploit the difference in skill scaling vs. defense/attack scaling with levels.



Diamondeye wrote:
Kaffis Mark V wrote:
My problem is that everything d20 feels like.. d20. And on top of that, d20 is so preparation intensive nobody I know really wants to run it anymore. There's a reason an entire industry spring up to support d20 with monster compendiums, adventures, ready-made npcs, magic items, etc... It's a nuisance to build mid level humanoid enemies! It's character creation every time, and character creation was made in that system to be very fiddly.


This is a valid criticism. The other side of the coin is that with 4e it is not possible to customize characters enough. Ironically, I had this problem with 2e; before 3e came out I always wished there were more options to customize, although kits did help a lot.

And this is where I've gained a new appreciation for systems that approach the problem by breaking people away from a reductionist numerical approach. We're still learning it, with my local group, but the way FATE's emphasis on describing a character rather than enumerating and quantifying skills has already helped create some very unique and characterful player characters.

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PostPosted: Mon Jan 09, 2012 6:26 pm 
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The game is what you make of it. Rules and systems only get in the way. Some get in the way less than other.

dnd 3.5 does a good job for all it has to encompass. Gurps and WoD do a better one.

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I'm not surprised that WotC is working on a 5th edition, Monte Cook went back to work for them this past October or so, and I figured something was up.

As to the prospect of a 5th edition, I don't really care. I don't care for reasons somewhat similar to why I didn't care about 4th edition. Not to be confused with why I didn't care for 4th edition. I don't care about 5th edition because there is still a large amount of space left in 3rd edition. Not that 3rd edition was without its problems, and we'll get to that in a minute. The OGL allowed 3rd edition to be larger than D&D. So far, it's the only D&D system that has done so. There is an essential look and feel to Dungeons & Dragons. That look and feel revolves around a certain shared background. The Odyssey, Conan, Fafhrd and the Grey Mouser, the collected works of the brothers Grimm, etc. 3rd edition started off preserving this look and feel. This was by design. Peter Adkison, then owner and CEO of WotC, when announcing the prospect of 3e, made sure to publicly state that the historical look and feel was being preserved, and where possible kept it so. The proliferation of OGL d20 products didn't detract from the look and feel of D&D, but did start to explore the flexibility of the system. The real killer of the look and feel of D&D was WotC's products. As the holders of the D&D trademark, product line, copyrights, images, logos, likenesses, etc., everything they published bore the D&D stamp, where the OGL publishers couldn't. And that was the real problem with 3e D&D. There are a great number of published works bearing the D&D stamp, which are not D&D, although they are, granted, d20. WotC never held themselves to the same standards as the third-party publishers were held, neither in releasing OGC, nor in preserving the look and feel of D&D. Oriental Adventures bears the Dungeons and Dragons logo, but shouldn't. The Forgotten Realms campaign setting bears the verbiage "Dungeons and Dragons Campaign Setting" on the cover, and that's pretty much okay. The big logo is "Forgotten Realms". Tome of Battle bears the large Dungeons and Dragons logo, and it shouldn't. It's even more kung-fu flippy **** than OA. It's perfectly fine, much like OA, as a d20 product, but it should really have no more impact on the identity of Dungeons and Dragons than does d20 Modern. The problem with tagging the D&D logo on products which are not in keeping with the identity of D&D is that you dilute the identity. And that's what really led to 4e. 4e was an attempt to redefine D&D. I don't know how many of you may have played with the Iron Heroes variant rules. In it, you can really see the design philosophies that led to 4e. People talk about Saga as a bridge, but quite frankly, if you've seen Iron Heroes, and you are aware that Mike Mearls is the D&D Lead Designer, you can see how 4e came about. 4e is Mearls's system, that he pulled a bait & switch with. I don't have a problem with Iron Heroes, though, it does not attempt to convince you that it is D&D. 4e attempts to convince you that it's D&D. As the flagship and progenitor of the RPG industry, D&D has an obligation to retain its identity. That identity is what made it the globe spanning behemoth of role playing games. Now, we talk about system and setting, and originally for D&D, they were basically inseparable. D20 changed that, and that, plus the OGL (but that's an industry disruptive technology not a game disruptive technology), was 3e's real innovation. It is just unfortunate that, in displaying how d20 could be used to play non-D&D games, they **** up D&D. And then they took a giant leap backwards with 4e in the flexibility department, but great strides forward in the **** up D&D department. So now 5e is on the horizon. I don't see the real reason for 5e, because what can they truly hope to gain? Product sales, of course, but how? Who is their target market? The 3e players? That bridge is burned. The 4e players? They'll enjoy the same backlash about unwillingness to purchase as the 3e to 4e transition went. New players? Maybe, but they'll need to refocus their efforts on the young crowd, and they haven't really figured out how to do that yet, and I don't think a new edition will magically solve their problems of player acquisition.

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PostPosted: Mon Jan 09, 2012 7:42 pm 
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Shuyung pretty much sums up my opinion on the topic. WotC has always been the worst thing to happen to WotC ...

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PostPosted: Mon Jan 09, 2012 7:51 pm 
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Kaffis Mark V wrote:
See, this is what I don't get. People say "4e is crap, just Tome of Battle melee classes!" -- and that's basically what 4e was working to do. The problem with Tome of Battle is it invented and forced the DM (let alone a player who's had more than one Tome of Battle character) to keep track of half a dozen ways to do similar things. 4e was an effort to do that while using similar terminology and structure to avoid the unnecessary complexity.


That isn't one of my complaints about 4e, so I can't speak to it. As for the problem with TOB, it really wasn't any more problematic than keeping track of spells if you were spellcasting - generally less so, in fact.

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In any event, I don't think it's fair calling 3.5 a reboot. 3.5 was a glorified reprint with errata included. It was good errata, as evidenced by people bothering to re-purchase. But people forget that, and the backlash against 4e as being "too soon" is, IMO, subconscious resentment over having bought the errata now that enough time had passed to take for granted how good the errata was.


I don't think it's productive to get into amateur psychoanalysis speculation like "it's subconcious resentment."

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As far as 8 years being too soon; this is the information age. An edition might last 12 years when it's just a DM working out house rules in his basement, and only TSR is publishing content, and only maybe half a dozen friends cooperating as players to break the content without their DM noticing. But with OGL and the Internet, now you've got entire forums of DMs collaborating and offering advice and feedback on variant rules (you can't even call them "house" anymore, IMO, when they come off the collected input and brainstorming of the Internet), a cottage industry of indie PDF publishers cranking out content by the gigabyte, and an entire community of players competing to find the most ridiculously broken combinations of builds and content so they can coin the next fad build name and be famous (in their own minds) for creating the "diplomancer" or what have you. I'm surprised it lasted 8.


If anything, this should help editions last longer. There's a lot of great ideas out there on the internet and those can be taken, cleaned up, and published. The "broken" ones shouldn't be the problem they are; the problem mainly appears on internet discussion boards where people can yell and scream about RAW because they like to *****.

That's a thing with a large part of the gaming community, MMO, tabletop, or what-have-you. There is a certain crowd that likes things to be broken, and if things aren't broken enough, they'll find a way to break them more.

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PostPosted: Mon Jan 09, 2012 11:08 pm 
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I was raised on 2nd...played that for years. More than ten in fact. When 3.0 came around...I did not like it at all. It was just too different. Over time I got settled in to a group playing 3.5. While I still think 2nd is better, that is just me being old and refusing to let go of the past.

I've only played 4th one time. It was interesting. I wouldn't say I hated it but it just felt wrong. It was too much like a Supers game than a D&D game.

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PostPosted: Tue Jan 10, 2012 12:20 am 
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Yeah I always felt like 3rd edition was about fixing the problems ( or rather limitations) of 2nd while allowing the feel to stay pretty much the same.

4th edition seems to be about something else entirely. It seems to be going back to the 2nd edition world where combatant is the only primary role an adventurer can fill. That's limiting and stifling to the role playing process.

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PostPosted: Tue Jan 10, 2012 1:22 am 
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One problem that I've seen with D20 systems is power creep. Once your players get higher and higher in the level scale, a GM has to throw more and more difficult challenges at them in terms of numbers. Not really a fan of that sort of thing.

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PostPosted: Tue Jan 10, 2012 2:02 am 
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The DM has to know when to say when.

You say, ok guys. You have reached the limit, there is nothing more your characters can do...it is time for them to retire.

Granted, most players can't deal with that. They ***** and moan about it until they threaten to not play any more.

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PostPosted: Tue Jan 10, 2012 10:13 am 
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Kaffis Mark V wrote:
And, yet, how many times has your game gone on hiatus, or had guest DMs helping out? Not to take potshots, because I've done the same, but I think it provides a very good example of how preparation-heavy the game can be when you get to any crunchy bits.


That's nothing to do with encounter design (which was easy) and everything to do with four problems:

(1) I had far too many players
(2) Half those players are somewhat... unreliable.
(3) I have no experience as a DM and rather sucked at it.
(4) The volume and pace of work at my pace of employment (where I did many of my updates) is a couple orders of magnitude higher over the past year and a half than it was previously.

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PostPosted: Wed Jan 11, 2012 12:42 am 
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When players are that powerful you give them problems that aren't solved by force or at least the kind of localized force one band of people can bring.

You give them droughts over a kingdom and political issues,you give them a fragmenting church structure, you give them a rebellious daughter and a conniving duke.

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PostPosted: Wed Jan 11, 2012 1:29 am 
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Sure, split your fan-base even more. Let's make everything unable to pay for itself.

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PostPosted: Wed Jan 11, 2012 5:07 am 
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I would like a new edition where the writers don't feel the need to piss on the fan base and tell them how dumb they are for liking something older. I would like an edition where a well established and long detailed history realm is not haphazardly butcherd to fill a new design idea with assinine changes that make you go :psyduck: . I would like a game that foccuses on the imagination and the story and not minatures on a grid, I pay Games workshop to rape my wallet for minatures, not you! I would like an edition that can foccus on mature events, and not eleminate a specieces because of "unfortunate implications". Hell I would like the Great wheel back, but I am biased. I would like my outsiders divided by their alignments and actions, not on their appearence. Specifics I want a better set of epic rules (I love the game at the high level) where items can grow or change to artificats if associated with an epic character, rather then just moving it to ring +7. I would like an end, or tone down of the "christmas tree" effect. Having more to do with the character then my equipment list. D&D will always have items, but the covering every slot got a bit old, and inventing new slots just to squeeze in an extra item (skins, gem slots, and so forth can bite me). I would like a cosmology that is coherent and thought out (why can demons invade in mass, but not angels?) I would like the stats to match the fluff.

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PostPosted: Wed Jan 11, 2012 10:16 am 
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3E had catastrophic balance problems that were all over even the core content, not just the ones you'll obviously get when you combine 25 different sourcebooks. They had to do something about that. If you play a Fighter in 3E D&D, you'll soon start to wonder what the point of your character is, you're so useless. I remember reading an account where they ran a campaign where nobody was allowed to cast spells, and Druids were still stronger than three Fighters combined.

4E ended up turning the game into WoW on paper, which was also bad. Maybe in 5E they can fix this problem too, it's just irritating that they're going to force everyone to pay for everything all over again.


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PostPosted: Wed Jan 11, 2012 11:35 am 
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Xequecal wrote:
I remember reading an account where they ran a campaign where nobody was allowed to cast spells, and Druids were still stronger than three Fighters combined.
Not possible unless the players are retarded in very special ways.

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PostPosted: Wed Jan 11, 2012 11:38 am 
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Would depend on what wild shapes were allowed


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PostPosted: Wed Jan 11, 2012 11:39 am 
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Xequecal wrote:
3E had catastrophic balance problems that were all over even the core content, not just the ones you'll obviously get when you combine 25 different sourcebooks. They had to do something about that. If you play a Fighter in 3E D&D, you'll soon start to wonder what the point of your character is, you're so useless. I remember reading an account where they ran a campaign where nobody was allowed to cast spells, and Druids were still stronger than three Fighters combined.


3E only had catastrophic balance problems if everyone playing was an unrepentant powergamer/munchkin and the DM was a total pussy.

Druids are supposed to be stronger than fighters. Casters are generally supposed to be stronger. D&D is supposed to be party power vs world power balance, not that all characters are supposed to be equally powerful.

Druids take that to sort of an illogical extreme by having the power of a full caster PLUS a melee character PLUS an animal companion, and they require some houseruling, but it's hardly "catastrophic". That would mean that the game would have to be entirely re-written to address the problem, when 5-10 minutes of work can address it, especially if the fighters are well-built by their players.

People think that the classes are supposed to be balanced against each other for 2 reasons: 1) 3.X was written in the era of EQ and WOW and usefulness in parties and raids in a persistent MMO demands that classes all be about equally important and powerful 2) the different EXP tables for each class of 1E and 2E disappeared.

There are a few classes in core and in some of the splatbooks that need beefing up because they're too far out of synch with casters, and the druid and certain specific caster builds and spells for other caster types are over-the-top in the other direction but it's nothing that the DM can't address. One way to address it is to allow books like TOB (although I agree with shuyung insofar as TOB fluff goes; I love the mechanics but a lot of the descriptions are horrible anime-like). If you'd rather not do that, you can do it yourself with a few common-sense moves.

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