Rob Donoghue has had a lot of interesting things to say about 4e recently. Last month he posted about page 42,
the most important rules in the current incarnation of D&D, those for stunts. Today he posted about
his hopes for a streamlined D&D in the forthcoming Red Box.* Like him, I'm not holding my breath for something that would work for me
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I find Rob Donoghue's comment about hoping Dark Sun will have rules for less gear to be odd. From my understanding, these rules are already in the DMG2 (a book which Rob is listed as being an author of) and DS will just refer to them. In fact, if I were start any D&D4e game, I would go with the low magic item rules in the DMG2 for the same reasons.
Other than this, I would like to see feats removed or at least reduced drastically (perhaps by turning them into 10 class specific options chosen every 3 levels).
On Anarchangel's comments:
From what I have seen, I am pretty sure that the Essentials line will not see a reduction in the D&D4e combat system.
My position is that I really like the D&D4e combat system. IMO it beats hands down any roleplaying game, wargame or boardgame in terms of packing punch and bringing the fun, so I personally hope it doesn't get reduced very much.
When I first started with 4e, I also found myself with the perceived imbalance between combat and the story and adventure aspects of D&D. At the time, my solution was to pump up the later rather than reduce the former.
However, over time I have come to realise that story and adventure are already catered for in 4e and are easy to pump up through actual play experiences. In fact, I find that 4e facilitates story and adventure very: not through explicit rules and system, but through the zeigeist of its overall presentation and structure.
YMMV of course :)
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4e presents a different kind of action to my ideal type. I prefer more wuxia-style swashbuckling action than D&D caters for. I would be hard pressed to think of a game that does the type of action that D&D does better than 4e, but that type of action isn't really my bag at the moment.
I certainly don't think that 4e is "just a miniatures game", or "too much like WoW" or any of those complaints. There's plenty of room for story and roleplaying in 4e, I'd just like to be able to cram more fights into the same time than D&D allows. I'm sure a practiced group can speed it up and fit more in, but I don't have time for a learning curve.
In terms of punch and fun in a wargame, for me, DBA is hard to beat.
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FWIW I am not saying that you are wrong by any means. Length of combat is a common complaint on 4e and many RPGs and I can understand that.
"In terms of punch and fun in a wargame, for me, DBA is hard to beat."
DBA?
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DBA is a historical wargame using armies comprising 12 units from mostly preset ancient and medieval army lists which plays to a result in 30 minutes to an hour. It's regaining popularity in Christchurch, but I'm not sure how popular it is in Wellington.
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Gotta say that even as good as it sounds, playing my Changeling Swordmage ronin samurai sounds cooler :p
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Sure a 4e combat will be 40 minutes to 1 hour long, but unlike previous editions of D&D I will do much less encounters. Some of this occurs simply through the way Encounters now have multiple layers, allowing for that aggregation.
In that sense, I have found myself having much less non-story orientated combat than in previous D&D. In fact, it often feels like "bringing down the pain". For any combat for which the PCs are invested in by way of story or subplots, I simply narrate them out or use a Skill Challenge.
I have also found myself writing adventures in a way that tell story through martial conflict. This has really helped me understand D&D as an action fantasy game and makes it very pulpy in play.
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What do you mean "Encounters now have multiple layers"?
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In AD&D1e the moathouse was some presented 7 or 8 seperate encounters. Converting to 4e, I removed all the chaff to get to the bare story bones of the encounter, then aggregate them to a single whole with multiple parts.
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Before I say more, I would like to say that I am not suggesting that 4e is the be all and end all of RPGs. It has really struck a chord with me, so I tend to see these things in a very positive light (yes, I also see the irony in me supporting 4e and you being doubtful of it :) ).
My experiences of combat in 4e are great (and almost uniformly so) from both a tactical and a character/story POV. However, what really makes 4e shine IMO is that I have found its mix has really supported some of the best adventure and story elements in a D&D game I have come across. Some of that will be attributable to my own personal intepretation of the system, but I don't think the system itself is in no way responsible for that either.
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FWIW, I find your game to be hugely more combat focused than most of my 3/3.5 games were. It's working for me, but I can't quite untangle what you're saying about story v. adventure v. combat.
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