Garthanos
Arcadian Knight
A repost because the threads are too similar they merged in my brain.
There are certainly elements which resemble action movies on purpose. (and applies to hit points and surges but not the core argument regarding video gaminess. Which is why I suggested it was a different apple on the tree entirely and why it being theer was evidence of orange and apple trees both being called - videogamy)
Here is my take the problem I see is there is a player role vs dm role ...and a perspective disconnect.
Video games have explicitly defined limited sets of actions.
And table top role playing games have explicit limited set of mechanics which are used to govern/under-pine the nearly infinite actions a character chooses to take.
In 4e the player is encouraged to visualize the infinite choices the character can take in terms of that more finite set of mechanics and differentiate them narratively...Character says I can sing thousands of songs but the Player looks at the character sheet which only lists ... "Rock Blues" and "Hot Dance". . The character may want to do something plausible like do a romantic dance it isnt in the characters specialties but seems obvious to the player and DM it is plausible. So the DM excercises her job..and uses page 42 to extend the games mechanics ie to stretch or take off the lid
... She has less job than she used to involving converting from narrative to simple mechanics a lot of those have been given to the player, but her job of being an enabler for going beyond the explicit rules is now even more important. And there are actual guidelines for it.. Page 42 is used as a short cut reference for this but it is not limited to being expressed on pages 42/43, that say "yes, but.." philosophy applies directly to the idea of opening up the mechanics .. and DMG guidelines encourage doing it in a controlled sort of way.
Somebody reading the players perspective and ignoring the dms (whose job always has been enabling going beyond the rules), may see more restrictions than there are.
My problem with the term is that I consider 4e the least videogamey version of AD&D ever.
You don't run round picking up health packs (healing potions). You don't have an arcane magic system that makes absolutely no sense other than as a mechanical formulation (Vancian). You don't have really weird healing rules by which an almost dead 1st level wizard can be restored to back on his feet and in full fighting trim by a spell that wouldn't do much at all to a tenth level fighter (Cure Light Wounds). You don't have people that can keep going all day as long as the healing magics flow, or people who recover back to their full health readily and repeatedly (Healing Surges are part of that full health). Now to me that's all very videogamey so I get confused the other way.
Instead you have a group of action heroes with some default moves (At Wills), some signature moves (Encounter Attacks), and a bit they can do when pulling out all the stops (Dailies, Action Points). They get hurt, they draw on their reserves to keep them going, but the damage doesn't actually go away (they've now used the healing surges). Healing is based on the target's hit points. This is all genre emulation to me on a scene (or encounter) based cinematic game.
So I get confused by video-gamey used as a dig against 4e.
There are certainly elements which resemble action movies on purpose. (and applies to hit points and surges but not the core argument regarding video gaminess. Which is why I suggested it was a different apple on the tree entirely and why it being theer was evidence of orange and apple trees both being called - videogamy)
Here is my take the problem I see is there is a player role vs dm role ...and a perspective disconnect.
Video games have explicitly defined limited sets of actions.
And table top role playing games have explicit limited set of mechanics which are used to govern/under-pine the nearly infinite actions a character chooses to take.
In 4e the player is encouraged to visualize the infinite choices the character can take in terms of that more finite set of mechanics and differentiate them narratively...Character says I can sing thousands of songs but the Player looks at the character sheet which only lists ... "Rock Blues" and "Hot Dance". . The character may want to do something plausible like do a romantic dance it isnt in the characters specialties but seems obvious to the player and DM it is plausible. So the DM excercises her job..and uses page 42 to extend the games mechanics ie to stretch or take off the lid
... She has less job than she used to involving converting from narrative to simple mechanics a lot of those have been given to the player, but her job of being an enabler for going beyond the explicit rules is now even more important. And there are actual guidelines for it.. Page 42 is used as a short cut reference for this but it is not limited to being expressed on pages 42/43, that say "yes, but.." philosophy applies directly to the idea of opening up the mechanics .. and DMG guidelines encourage doing it in a controlled sort of way.
Somebody reading the players perspective and ignoring the dms (whose job always has been enabling going beyond the rules), may see more restrictions than there are.
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