May. 31st, 2009

zesty_pinto: (Default)
It's beautiful outside! Enjoy a photo! I'm looking for my new prescription glasses so I can go out.
zesty_pinto: (Default)
It's beautiful outside! Enjoy a photo! I'm looking for my new prescription glasses so I can go out.
zesty_pinto: (Default)
It's beautiful outside! Enjoy a photo! I'm looking for my new prescription glasses so I can go out.
zesty_pinto: (Default)
All right, I finished studying up on 4th edition D&D to figure it out, and I have to say this: I'm a bit annoyed at it.

I can take a lot of appreciation for the streamlined mechanics that seem to simplify everything, and how it made the game push to become less of a burden for a DM, but I can't help but be annoyed at how hardwired the entire system is.

I know, me, a guy who praised third edition for streamlining the rules actually harranguing this newest edition sounds a bit off, but I don't like how much the new system seems designed to cater towards crunchtime gaming for new players.

The DMG seems to be more of a book aimed towards how to guide PCs into having fun with the game. While this is useful for most basic players, I can't help but feel as a more experienced DM that there is nothing within it to glean or make use of save the poison/disease rulings.

The growth chart for players seems to have found a way to cure the munchkin gamer by actually catering towards them rather than defying them. It almost feels like the game wants the players to make it to god-level by the end of each session, not too unlike a setting of WOW where you end up with a society of level-capped superheroes.

In all honesty, this goes against most of what I try to approach in a roleplaying-intensive environment. I like to think about things like player dynamics, real world interactions, and the balance of power and its consequences when someone makes it to the next level (so to speak). How do you try to immerse the player into a grounded system when you have a local economy that is shot the moment the players decide to sell their first-generation equipment? How do you offer the sensation that you are never truly the strongest when you are basically told, right off the bat, that you are more or less a superhero at level 10+?

These issues can be resolved in their own ways, but they tend to follow a very high fantasy method that seems too potentially campy for my style. Campy can be good, but when it comes to the genre, I prefer George R. R. Martin over Terry Pratchett anyday.

I should give it a practice run since it'll be much easier to run with compared to the other stuff, but if I try to integrate it with my current campaign idea, it would feel pretty incompatible.
zesty_pinto: (Default)
All right, I finished studying up on 4th edition D&D to figure it out, and I have to say this: I'm a bit annoyed at it.

I can take a lot of appreciation for the streamlined mechanics that seem to simplify everything, and how it made the game push to become less of a burden for a DM, but I can't help but be annoyed at how hardwired the entire system is.

I know, me, a guy who praised third edition for streamlining the rules actually harranguing this newest edition sounds a bit off, but I don't like how much the new system seems designed to cater towards crunchtime gaming for new players.

The DMG seems to be more of a book aimed towards how to guide PCs into having fun with the game. While this is useful for most basic players, I can't help but feel as a more experienced DM that there is nothing within it to glean or make use of save the poison/disease rulings.

The growth chart for players seems to have found a way to cure the munchkin gamer by actually catering towards them rather than defying them. It almost feels like the game wants the players to make it to god-level by the end of each session, not too unlike a setting of WOW where you end up with a society of level-capped superheroes.

In all honesty, this goes against most of what I try to approach in a roleplaying-intensive environment. I like to think about things like player dynamics, real world interactions, and the balance of power and its consequences when someone makes it to the next level (so to speak). How do you try to immerse the player into a grounded system when you have a local economy that is shot the moment the players decide to sell their first-generation equipment? How do you offer the sensation that you are never truly the strongest when you are basically told, right off the bat, that you are more or less a superhero at level 10+?

These issues can be resolved in their own ways, but they tend to follow a very high fantasy method that seems too potentially campy for my style. Campy can be good, but when it comes to the genre, I prefer George R. R. Martin over Terry Pratchett anyday.

I should give it a practice run since it'll be much easier to run with compared to the other stuff, but if I try to integrate it with my current campaign idea, it would feel pretty incompatible.
zesty_pinto: (Default)
All right, I finished studying up on 4th edition D&D to figure it out, and I have to say this: I'm a bit annoyed at it.

I can take a lot of appreciation for the streamlined mechanics that seem to simplify everything, and how it made the game push to become less of a burden for a DM, but I can't help but be annoyed at how hardwired the entire system is.

I know, me, a guy who praised third edition for streamlining the rules actually harranguing this newest edition sounds a bit off, but I don't like how much the new system seems designed to cater towards crunchtime gaming for new players.

The DMG seems to be more of a book aimed towards how to guide PCs into having fun with the game. While this is useful for most basic players, I can't help but feel as a more experienced DM that there is nothing within it to glean or make use of save the poison/disease rulings.

The growth chart for players seems to have found a way to cure the munchkin gamer by actually catering towards them rather than defying them. It almost feels like the game wants the players to make it to god-level by the end of each session, not too unlike a setting of WOW where you end up with a society of level-capped superheroes.

In all honesty, this goes against most of what I try to approach in a roleplaying-intensive environment. I like to think about things like player dynamics, real world interactions, and the balance of power and its consequences when someone makes it to the next level (so to speak). How do you try to immerse the player into a grounded system when you have a local economy that is shot the moment the players decide to sell their first-generation equipment? How do you offer the sensation that you are never truly the strongest when you are basically told, right off the bat, that you are more or less a superhero at level 10+?

These issues can be resolved in their own ways, but they tend to follow a very high fantasy method that seems too potentially campy for my style. Campy can be good, but when it comes to the genre, I prefer George R. R. Martin over Terry Pratchett anyday.

I should give it a practice run since it'll be much easier to run with compared to the other stuff, but if I try to integrate it with my current campaign idea, it would feel pretty incompatible.

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