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Posted By: misubaNot generally released (in the US anyway) until June 6.Ah, I see, thanks. :)
Apparently a few copies are floating around nonetheless.
Posted By: DainXB
There are so many fundamental changes in the system from 3.5 that I suspect many of the traditional gamers who love D&D 3.5 will say that 4e is not 'D&D' at all, but something else usurping the name.
Posted By: JessePosted By: DainXB
There are so many fundamental changes in the system from 3.5 that I suspect many of the traditional gamers who love D&D 3.5 will say that 4e is not 'D&D' at all, but something else usurping the name.
I play indie games exclusively. I can't do "traditional" gaming any more. I thought 3.5 was brilliant and perfect. I don't understand the philosophy behind 4e at all. It seems like an attempt to bring gamers like me into the fold (which it won't) and instead will just alienate the core customer base who loved what 3.5 was all about.
Jesse
Posted By: renatoram- OMG the battlemap is mandatory! it's just a wargame!
Posted By: GeorgiosSo far, the one drawback I see in D&D 4 is that there's little to encourage GMs to make the game their own. There's nothing that suggests, that you can use the rules to bring your vision of this edition's default setting to life at your gaming table. You play the game set in the game's world. Your input translates into action, not world-expanding creativity.
Posted By: komradebob
Where's the difference between these situations?
Posted By: komradebobWhere's the difference between these situations?
Posted By: komradebobTangent:
Over on another thread, JD Corley gets taken to task for picking and choosing what parts of oldVamp to use or not, mechanics-wise, as well as adding his own tweaks. It's taken as evidence of shoddy game design that he felt he needed/wished to do that.
Over here (and elsewhere on the internet), I keep hearing about how folks are planning to dump the minis rules/map usage from D&D4.0, and it seems like it gets a pass. To me, that looks like exactly the thing Corley was talking about doing with oldVamp.
Where's the difference between these situations?
Posted By: Accounting for TasteI'm gradually going over to JDCorley's "The developer got hit by a truck" philosophy, I think.
Posted By: Accounting for Taste*shrug* Honestly, I still don't get why people get upset at the thought that somewhere, some group is -- GASP! -- not playing the game "correctly."
Posted By: AndyBut going for 4e without graph paper or a board seems kinda naieve to me. At that point, I'd think you'd be just as good off playing another game that focuses more on the non-combat stuff that you want.
Posted By: AndySorry, this kinda got off the DMG discussion there...
Posted By: GeorgiosSo far, the one drawback I see in D&D 4 is that there's little to encourage GMs to make the game their own. There's nothing that suggests, that you can use the rules to bring your vision of this edition's default setting to life at your gaming table. You play the game set in the game's world. Your input translates into action, not world-expanding creativity.
It's not wrong, per se, but it makes no sense to me. Not when there are hundreds of other awesome RPGs out there.
EDIT: I mean, if you added minis and tactics to, I dunno, Breaking the Ice, I don't think people would think, "Oh, he's just hacking the game to fit his play style." On the contrary, they'd think, "Why the hell don't you just play D&D?"
Posted By: Kuma
I see the opposite. With the whole 'kewl powerz' thing streamlined to such a degree, creating new abilities, classes and paths is going to be a nonce. Hell, I want to run a full-blown Guild Wars 4e hack when I get my hands on the books that my online retailer didn't ship to me accidentally, DAMMIT!
Posted By: Accounting for TasteE. Probably folks like me can get by with the hastily-sketched, totally-not-to-scale maps we've been using all this time, and still get a fun, highly playable game out of it...which would be excellent news,
Posted By: ValamirGame promises to deliver play that looks like A...you are looking forward to A...you play the game as written...game fails to deliver A. This is bad design, or at the very least poorly written rules.Thanks for pointing this out, Val. Spared me the effort.
You still want A, you want the game that was promised...you change the game, you tweak it, you fix it, you play it...its awesome. That's a demonstration of your skill as a gamer, it doesn't redeem the design.
Posted By: AndyThe difference is that JD Corley is awesome, and makes me want to play Vampire now that I know what I'm doing, and using the game as more than a tool for chasing hot goth ass.
Posted By: merb101Hey Andy,
Can we start a new thread to talk more about the hot goth ass?
Thanks,
ME
Posted By: KumaAs for the battlemap thing: I think Wizards would have been better served by using a system similar to, say, Pirates of the Spanish Main or other mini-type games - instead of saying '5 feet', meaning one square on a standard battle map, use some other sort of standard measure like a 1" base of a mini or something handy. Then, no battlemat, and you can use whatever you want for markers, as long as they're of a consistent size (poker chips spring to mind).
Posted By: jenskot"Creating House Rules
As Dungeon Master, you wear several hats: storyteller, rules arbiter, actor, adventure designer, and writer. Some DMs like to add a sixth hat to that stack: rules designer. House rules are variants on the basic rules designed specifically for a particular DM’s campaign. They add fun to your D&D game by making it unique, reflecting specific traits of your world.
A house rule also serves as a handy patch for a game feature that your group dislikes. The D&D rules cannot possibly account for the variety of campaigns and play styles of every group. If you disagree with how the rules handle something, changing them is within your rights.
Think carefully about the reason for changing or adding a rule. Are you reacting to a persistent problem in your campaign, or to one specific incident? Isolated problems might be better handled in other ways. More important, do the other players agree to the need for a change? You have the authority to do whatever you want with the game, but your efforts won’t help if you have no group.
Posted By: Callan S.That advice will fuel a few delusions - and is probably the result of delusion itself, rather than just ill chosen words.
Posted By: Callan S.The delusion is the ernest belief a line of text in a book can grant you the consent of another person.
That is, assuming authority requires consent.
Posted By: GeorgiosThat has nothing to do with delusion, though. The text is talking about rights as far as they relate to your role in the game; not as far as personal interaction is concerned. That's generally what rules do: they give people certain rights within the context of the game.
Posted By: Callan S.
So you don't see it that 'The GM can change stuff' changes that context?
Edward: Okay, it's late here so I've become a little cheeky: How did it put a stop to that shouter, when it's his game as much as it is yours?
Posted By: torkUltimately, no passage of text can stop anyone from doing anything, but the 'shouter' we're talking about in this case is the archetypal rules-lawyer type, whose arguments are based on appeals to the authority of the book, who works from the assumption that their particular interpretation is the only right and true interpretation. In my experience, this sort of passage in the rulebook is helpful for two reasons; first, it has utility as a countering source of authority, which reallycanmake a difference in these arguments. More importantly though, I found back then that many players would stay silent in these situations, intimidated by the other player's belligerence and evident superior mastery of the rules. Pointing out that the book actually says that the rules are subject to change or interpretation was often very freeing for them.
Posted By: KumaThey [a hundred different modes of play] just don't exist *yet*. So the DMG's text is before its time. I can't see much in the way of the PHB that I want to modify right off the bat - it's all very slick.
Posted By: KumaI think that the advice in the DMG is premature, really...
...Not that such things won't or can't be added on later - I can see a whole range of possibilities for things like courtly intrigue with this new power system.
They just don't exist *yet*. So the DMG's text is before its time. I can't see much in the way of the PHB that I want to modify right off the bat - it's all very slick.
Posted By: elmago79Posted By: KumaThey [a hundred different modes of play] just don't exist *yet*. So the DMG's text is before its time. I can't see much in the way of the PHB that I want to modify right off the bat - it's all very slick.
They already exist, in reality, in the practice of hundreds of gaming groups everywhere. It's a brand new game, but it's also a fourth edition, after all. Gaming groups are not expected to leave their practices at the door to fit the mode of play you/we/the manual perceive as being the standard. And that's where the DMG comes from.
Posted By: KumaThis isn't a fault, it's just odd that they included a lot of lip service to other modes of play without providing a single mechanical support. Creating mechanical supports will be easy for groups, I just wish they'd included at least one example of how to mod the game in the DMG. That would have been really sweet.
Posted By: elmago79Posted By: KumaThis isn't a fault, it's just odd that they included a lot of lip service to other modes of play without providing a single mechanical support. Creating mechanical supports will be easy for groups, I just wish they'd included at least one example of how to mod the game in the DMG. That would have been really sweet.
Why would they include mechanical support for different styles of play? Asides from SG-land, the idea of providing mechanical support for you style of play is not common and sometimes even unwelcome. Actually, only some, very specific play styles expect mechanical support from a game.
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