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d20 vs. 3d6 "dice heresy" by Chris Sims
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<blockquote data-quote="ProfessorCirno" data-source="post: 5161768" data-attributes="member: 65637"><p>Except his entire argument is built on "This isn't fun - take WoW for example."</p><p></p><p>He wants to kill swinginess even more. Fine. I think it's the stupidest thing he could do, changing the dice rolling, but <em>fine</em>. His call. The issue is when his reasons for it are basically "Look at WoW, where you never miss. That's fun." How about later, when he says "Look at WoW, where you do static damage. That's fun."</p><p></p><p>You can't compare the two, and that <em>is</em> his argument. "Missing isn't fun, <em>unlike WoW</em>." You can't ignore that second part when he spends just as much time talking about WoW as he does D&D - especially when his prime reason for making this change was "this isn't fun - look at WoW"</p><p></p><p>What he's advocating is more or less greatly altering the way the game works in order to make sure the player almost always hits and almost always does good damage, and his entire purpose of doing so is because "It's not fun, like a video game." Even if you strip out the WoW part, his whole argument is still built on this statement: "<span style="font-family: 'Mentor Std'"><span style="font-family: 'Times New Roman'">Video games that use die-roll-like mechanics have high hit rates."</span></span></p><p><span style="font-family: 'Mentor Std'"><span style="font-family: 'Times New Roman'"></span></span></p><p><span style="font-family: 'Mentor Std'"><span style="font-family: 'Times New Roman'"></span></span>Again, that's the heresy. The idea that you need to eliminate chance, make things static, and, want to directly copy the design philosophies of video games. I don't care if someone takes a few hints from video games, but when you want to take the <em>design philosophies</em> from it, there can be an issue - and there <em>is </em>an issue when those philosophies run counter to tabletop game philosophies, such as trying to eliminate chance.</p></blockquote><p></p>
[QUOTE="ProfessorCirno, post: 5161768, member: 65637"] Except his entire argument is built on "This isn't fun - take WoW for example." He wants to kill swinginess even more. Fine. I think it's the stupidest thing he could do, changing the dice rolling, but [I]fine[/I]. His call. The issue is when his reasons for it are basically "Look at WoW, where you never miss. That's fun." How about later, when he says "Look at WoW, where you do static damage. That's fun." You can't compare the two, and that [I]is[/I] his argument. "Missing isn't fun, [I]unlike WoW[/I]." You can't ignore that second part when he spends just as much time talking about WoW as he does D&D - especially when his prime reason for making this change was "this isn't fun - look at WoW" What he's advocating is more or less greatly altering the way the game works in order to make sure the player almost always hits and almost always does good damage, and his entire purpose of doing so is because "It's not fun, like a video game." Even if you strip out the WoW part, his whole argument is still built on this statement: "[FONT=Mentor Std][FONT=Times New Roman]Video games that use die-roll-like mechanics have high hit rates." [/FONT][/FONT]Again, that's the heresy. The idea that you need to eliminate chance, make things static, and, want to directly copy the design philosophies of video games. I don't care if someone takes a few hints from video games, but when you want to take the [I]design philosophies[/I] from it, there can be an issue - and there [I]is [/I]an issue when those philosophies run counter to tabletop game philosophies, such as trying to eliminate chance. [/QUOTE]
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