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Forked Thread: GTS 2009 D&D Seminar - 4e video game
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<blockquote data-quote="Cadfan" data-source="post: 4759894" data-attributes="member: 40961"><p>I understand that the game should be fun, and should leave you with the urge to explore the game world further.</p><p> </p><p>I don't know what this means in terms of a player developing himself.</p><p> </p><p>I don't know what this means in terms of resource management issues.</p><p></p><p>You mention above that "when to rest" was one of the open ended decisions that helped make the game feel open ended. That may be true. But "when to rest" is not the only open ended decision a game can offer, and frankly, its often a really awkward one. </p><p> </p><p>Generally speaking, resting gave you a reward, and a punishment.</p><p> </p><p>The reward was in game. Your characters were more powerful the more often they rested.</p><p> </p><p>The punishment, however, was out of game. You, as a player, had to perform a rote task in order to boost the power level of your party.</p><p> </p><p>I do not think this is a good system. Were I to create a 4e game and port in the at will / encounter / daily system, I'd turn daily into "scenario" or some other term that the player would never have to deal with. You'd have encounter powers every fight, at wills all the time, and dailies would recharge whenever you reached the end of a specific scenario.</p><p></p><p>Then, having done that, I'd completely ax the concept of raiding a dungeon, fighting through half of it, then retreating to rest, so that you can return completely recharged to a dungeon that hasn't changed in the least while you were gone. I know that was a decision in the hands of the player, but there are other decisions that can be placed in the player's hands, and there's no reason a game needs to allow this one.</p></blockquote><p></p>
[QUOTE="Cadfan, post: 4759894, member: 40961"] I understand that the game should be fun, and should leave you with the urge to explore the game world further. I don't know what this means in terms of a player developing himself. I don't know what this means in terms of resource management issues. You mention above that "when to rest" was one of the open ended decisions that helped make the game feel open ended. That may be true. But "when to rest" is not the only open ended decision a game can offer, and frankly, its often a really awkward one. Generally speaking, resting gave you a reward, and a punishment. The reward was in game. Your characters were more powerful the more often they rested. The punishment, however, was out of game. You, as a player, had to perform a rote task in order to boost the power level of your party. I do not think this is a good system. Were I to create a 4e game and port in the at will / encounter / daily system, I'd turn daily into "scenario" or some other term that the player would never have to deal with. You'd have encounter powers every fight, at wills all the time, and dailies would recharge whenever you reached the end of a specific scenario. Then, having done that, I'd completely ax the concept of raiding a dungeon, fighting through half of it, then retreating to rest, so that you can return completely recharged to a dungeon that hasn't changed in the least while you were gone. I know that was a decision in the hands of the player, but there are other decisions that can be placed in the player's hands, and there's no reason a game needs to allow this one. [/QUOTE]
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