CommissarMega said:
posted:
If I might go off on a tangent, how much has D&D 4th Edition influenced the making of Eternity? One of the criticisms leveled at it was that it was 'too much like a video game'- would you say that this is true? I mean, I know you guys play D&D (I think Chris Avellone posted his 'blanket of war' somewhere), so of course there's be some influence in howyou do things, but how much?
Of the OEI devs, I probably have the most experience playing and DMing across various editions of A/D&D (B/E/C, 1st, 2nd, 3.X, 4E) and Pathfinder. I've had fun in every edition despite the reservations I've had about mechanics in each one. After playing 3.X and 4E for years, 2nd Ed. looks insane in retrospect but that's where I played and DMed my most enjoyable campaigns. That said, I think 4E is the most mechanically balanced and consistent edition of A/D&D. It addresses issues that I think needed to be addressed (e.g. rogues being a pile of garbage in most fights, two different types of attack resolution mechanics: AC and saves) and the advancement mechanics are much more consistent. It still has issues, but I enjoy playing it. I also enjoy playing 3.5 and running Pathfinder. The players, DM/GM, and content of the session have much more impact for me than the specific system being used.
The things we've taken from 4E largely focus on consistency in mechanics and trying to achieve distinct but equivalent value between classes. Like 4E, PE has four target defenses that all work similarly. Whether you're attacking with a sword or a spell or against a target's Deflection or Psyche, the mechanics are consistent. Like 4E, no class is a non-combat class or a designated "skill class". Unlike pretty much every edition of A/D&D, base weapon and armor types are designed to allow you to switch them per character over the course of that character's career. Unlike 4E, classes do not all have the same number of active-use abilities. PE is a single-player game in which the player controls up to 6 characters. Not all characters need to do the same amount of things, though they all should feel like they have interesting options. And as I've written previously, PE's Attributes system is designed to avoid dump stats, something that continues to be an issue for every edition of A/D&D.