Jeremy Ackerman-Yost
Explorer
That's one (slightly cynical but very valid) way of looking at it. It's certainly part of the reason for a company to build rules this way: expandability. But I think it also has some positives. Learning a new set of mechanics when you play a new class is good for your brain (scientifically proven fact!) and adds to replayability (my opinion, YMMV).No you don't. You need lots of these kinds of rules in place for the same reason that one child cannot have a slightly larger scoop of ice cream at the party. The multitude of rules exist to sell books after convincing the players that the game falls apart without them.
That's exactly what I was saying. That's part of the distinction between the player and the DM. The players should ideally just see the coliseum. The DM is the one who is constantly aware that the walls are press board and lions are CGI.A set of good rules shouldn't require the players the to think about the physics engine at all. If the game world and the game rules are created in a manner that compliment each other the issue doesn't even come up.
Maybe this is because I came from videogames first and then picked up D&D, but I think the 4e rules are fine this way. I do just about the same suspending of disbelief in 4e that I did in 3e. Maybe that's because I've played it even less. Maybe I haven't seen the seams yet. I'll acknowledge the possibility.
Nonsense. I spent years as a main tank and raid leader in WoW. Only just recently took a break (hence finding myself gravitating back here again) I was constantly up to my elbows in a level of math far beyond anything I've ever done in D&D in order to optimize a character, since my moment-to-moment performance had a huge impact on the play experience of 10, 25, or 40 other people.When you are playing a videogame, the mechanics are all under the hood and all you do is handle the steering wheel and watch the road.
Oh, god, no. I don't really think about the game in those terms at all. It's much more of a movie or a Wizard of OZ (man behind the curtain) metaphor for me. The players should see the pyrotechnic show and hear the roaring voice, not have access to the control panel.In a tabletop game the hood stays open and the engine has to be interacted with directly. Every sputter,stall, and cloud of black smoke is visible to the player. The more at odds the mechanics are with what is happening the uglier the engine is to look at.
True. But my point was that the precise structure of the rules design and things like fudging die rolls should be over on the DM's side of the screen, because they are not a value add for the player. For the player, being immersed in that can have a very corrosive effect on their ability to believe the illusion of the game world, regardless of system.Fudging die rolls and the use of other such DMing tactics is a separate issue from the quality of the rules design.
Are my "storyteller" genes showing up a bit strongly?
Maybe I should be playing Paranoia.
Not sure why I'm on the receiving end of that particular snark. I can disagree quite comfortably with almost everyone who has posted so far, so don't assume I'm all over the narrativist idea. If there is a unifying principle in 4e, I'm of the opinion that it is a gamist one.Tell me about it. There is nothing as trite as the "narrative" unified principle used to explain every nonsensical rule and design concept. That gets old real fast.