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Originally Posted by Judas Booth 
They could start attracting new business by lowering the prices on some of the source books. The fact that it costs over $100 to start from scratch on ANY of these editions of D&D is ludicrous.
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Kinda defeats the purpose if you're trying to make money, doesn't it? Not that I don't agree (RPG books have pretty much always been overpriced), but the basic fact is that most of the people that have any interest in playing D&D had already bought the books. Hasbro, being a for-profit business, told WotC to create a product that could at least theoretically boost their profits.
The tabletop RPG industry is a niche market comprised of people who are stereotyped as being on the extreme fringe of geek society. The smaller a production run of a book, the more it has to cost to make up its' production costs (to say nothing of profit margin behind it). We can harp and complain about "MMO in my RPG" but the basic fact is that if WotC hadn't done something, D&D was simply going to die a slow death. I'm not making a judgment either way as to how successful their attempt to draw a new audience has been, but I can understand the business decisions behind it.
Could they have gone in another direction? Sure. Would it have been more successful? No way to know.
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Originally Posted by Luca S
Creativity is something you bring to your own table. I love that they simplified everything. Scaling encounters, hell, improvising a session with mere hours of prep time is a breeze now.
And really, role-playing depends on the role-players. Everybody makes their own flavor, no matter what edition you play.
Special attacks? Yeah, I'm kinda happy my fighter doesn't just spam basic attacks anymore, while the wizard gets to fart and kill armies.
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Quoted for Absolute Truth.
Seriously...I couldn't help but laugh at all the folks (not necessarily folks here) screaming that 4th Edition "took the role-playing out of role-playing" because it's bunk. Role-Playing is a function of the players and dungeon masters portraying their characters. It's the stuff that doesn't rely on die rolls nearly as much as how the players interact with each other. People arguing that there aren't enough "rules for role-playing" are creating a self-defeating argument.
That's the other aspect of D&D that differs from MMOs and always will no matter how they change the rules - D&D/Tabletop RPGs are just as much about gathering around the table with a bunch of friends and having fun interacting face-to-face with other human beings as they are about rolling the dice, slaying monsters and getting cool loot. The actual game rules and structure thereof are ultimately secondary to the social aspects of the game. Yeah, online voice-chat programs like Ventrilo can make MMOs a little bit closer to that...but it's still not the same.