LostSoul
Adventurer
I don't think 4E is terribly dissociated from the game world; some powers and implementations of those powers (ie. how the PC uses it in a certain situation), yes, but not that much.
pemerton has pointed out to me a few times that there are a lot of fictional elements that have great influence over resolution; elements such as terrain, positioning, and skill checks.
(I was reading the skill chapter in the PHB and it seems to me that the only time you actually make skill checks is in response to a fictional action that triggers one. I think, by RAW (and I could be wrong), that you can't say, "I make a Perception check", you have to say, "I look for the hidden creature", and that triggers the need for a Perception check.)
(I broke up the quote into two parts because I want to deal with this quote first and the narration stuff later.)
I personally find play more rewarding if your PC has a style of fighting that says he can sweep his sword at someone's legs and crumple them to the floor. It's an ability he's picked up somewhere, either through training or experience.
The reason I find that more rewarding is that the details of the fiction have influence on the mechanical resolution of actions. You can't use that trick against opponents without legs!
Let's say you're fighting a human opponent; you're both on stairs, but he's above you, and he's got all his weight on his back leg. Can you still use your trick? That's a judgement call.
Let's say that the the wizard shoots some bolts of flame at a gelatinous cube; it raises its bulk off the floor, holding itself up by two strands of ooze in order to avoid the fire. Can you now use that power?
That's what I prefer, though I wouldn't call it "more roleplaying" since I don't care to get into debates about what roleplaying is. My own definition is something like "What you do when you play an RPG", but that's obviously a poor one.
Personally, I find it less rewarding if the description of the action doesn't have influence on the resolution of said action. If that's the case, I find description to be a chore - I still do it, because that's what I do, but I don't get excited or wedded to that description because I know it doesn't really matter.
What I mean by that is that, in a fight with Mr. Trippy, I describe my PC fighting with a stance low to the ground, weight on his back leg, so that it's harder for him to sweep out my legs and drop me prone. If that description doesn't actually make it more difficult for Mr. Trippy, I'll still do it, but I won't really "get into" the fiction. (Is that immersion? Maybe.)
pemerton has pointed out to me a few times that there are a lot of fictional elements that have great influence over resolution; elements such as terrain, positioning, and skill checks.
(I was reading the skill chapter in the PHB and it seems to me that the only time you actually make skill checks is in response to a fictional action that triggers one. I think, by RAW (and I could be wrong), that you can't say, "I make a Perception check", you have to say, "I look for the hidden creature", and that triggers the need for a Perception check.)
I still fail to see why "I sweep my sword down at his legs and he crumbles to the floor" is more roleplaying than "I use <Insert Power Name> and it knocks him prone"
(I broke up the quote into two parts because I want to deal with this quote first and the narration stuff later.)
I personally find play more rewarding if your PC has a style of fighting that says he can sweep his sword at someone's legs and crumple them to the floor. It's an ability he's picked up somewhere, either through training or experience.
The reason I find that more rewarding is that the details of the fiction have influence on the mechanical resolution of actions. You can't use that trick against opponents without legs!
Let's say you're fighting a human opponent; you're both on stairs, but he's above you, and he's got all his weight on his back leg. Can you still use your trick? That's a judgement call.
Let's say that the the wizard shoots some bolts of flame at a gelatinous cube; it raises its bulk off the floor, holding itself up by two strands of ooze in order to avoid the fire. Can you now use that power?
That's what I prefer, though I wouldn't call it "more roleplaying" since I don't care to get into debates about what roleplaying is. My own definition is something like "What you do when you play an RPG", but that's obviously a poor one.

- I see why it is more storytelling but not why it is more roleplaying, especially as it could be used to describe the actions of a bloodthristy fighter trying to avenge his sister's murder when the more in character choice may well seem to be to use something that actually dealt damage but the Storyteller didn't want to do that as it was tactically unsound. You may notice I implied the Storyteller may not be roleplaying very well despite describing things well - as his choices were purely "board-gaming" the battle effects, he just used more narrative language.
Personally, I find it less rewarding if the description of the action doesn't have influence on the resolution of said action. If that's the case, I find description to be a chore - I still do it, because that's what I do, but I don't get excited or wedded to that description because I know it doesn't really matter.
What I mean by that is that, in a fight with Mr. Trippy, I describe my PC fighting with a stance low to the ground, weight on his back leg, so that it's harder for him to sweep out my legs and drop me prone. If that description doesn't actually make it more difficult for Mr. Trippy, I'll still do it, but I won't really "get into" the fiction. (Is that immersion? Maybe.)