As with @Nemesis Destiny, I don't fully feel the force of this. Unless "grounded in reality" just means a particular (gritty) genre.
no. I want myth and magic. But i want mundane things to behave believably. And i dont want to feel like am a character in a story,but a person in a living world (so i dont want things like scenes, story structure, etc). You feel differently, and that is fine. Inm not trying to conver you.
Sure, OTOH what is "mundane"? It feels to me like this concept gets wielded like a hatchet to chop away at anything that isn't someone's favorite edition's way of doing things. I don't at all (seriously) mean to be critical. I consider your way of playing as valid as any, and I'd probably have fun playing with you (I'm really pretty adaptable that way, the point is to have fun, not worry about the details, friends, table, dice, etc). OTOH it is like there is a whole subset of people that seem to almost define their tastes and opinions by what is opposite to 4e's conventions and assumptions. I guess for every opinion/preference there will be someone on the opposite side of it, and someone on the opposite side of them ALL (I think we do agree about a few things).
IMHO nothing about anything in D&D has EVER been mundane. Maybe a level 1-3 fighter in pre-3e editions was (depending on race and such) more-or-less roughly similar to a real guy, but not THAT much. Even in OD&D 4th level sure broke that wall, when you could just start walking away from arrows through the gut and 20' falls onto hard stone and things. So, sure, gravity works, basic physics works, mostly if you explain something that isn't overtly magical you can kind of explain it roughly in real-world terms, but I am not sure I understand how that doesn't apply to 4e as well as 1e. OK, I can only use my Brute Strike power once a day, but its a plot coupon. My character CAN AND WILL hit things really hard with his sword many times in a day. He can even try to pull off something like Brute Strike any old time with a page 42 stunt.
I think, again, there are perfectly valid differences in taste here, you don't like plot coupons, but I don't think plot coupons have to violate causality or stop the game from following 'mundane' genre conventions (whatever those are in D&D). So I guess I am a bit puzzled as to why the discussion devolved down to being about fantasy realism. IMHO this is a pretty easy dial to tweak, one of the easiest. The DM vs player narrative control agenda differences are larger, and that's in my mind where we can't easily meet on a game design. I think it would be POSSIBLE to share some degree of game mechanics between our styles of play, but I probably want to play a whole different style of adventure, in a different type of setting, etc. It seems like the overlap is small enough that maybe it really just isn't worth the pain and agony to try to say "we're playing the same game", when in fact in any realistic sense we won't be, even if we share a very few basic rules.
IMHO WotC would be better off making a game focused on something like your agenda, calling it something evocative of that, and simply providing support for 4e and/or some sort of 4.5 update for the rest of us. The people in the middle ground will gravitate to whichever system is convenient or closer to what they want and each one can have some options to allow it to cover more ground. There can still be a nugget of commonality between the two, and you could probably port/share some sorts of rules (something like domain management is pretty abstract, or mass combat). You wouldn't have to even pretend though that items, spells, feats, etc were cross-compatible.
I'm actually slowly working on a fairly radical 4e hack that does something similar. There are no encounter powers or daily powers, actually, there aren't really powers at all (or classes). Different weapons give you different powers (or at least stances), and magic isn't an innate ability, it's the product of ritual and artifice. If you have a magic missile, it's because you've crafted a wand that can create a magic missile 3 times a day, and recharges at moonrise.This is why I was trying to engage people with some ideas earlier (perhaps it was another thread) for a cinematic wuxia style D&D that draws on some of 4E's components. I also think a lot of the powers themselves could be workable for someone like me in a more standard game if you just tweaked a few things (replace daily and encounter powers with conditional ones, make a clearer line between what is a mundane and a magical ability). So yes, I think in large part we have probably overeacted to 4E in a lot of respects.
Which is my own solution as well, though honestly the ranged attacks thing hasn't even come up from what I can remember. Likewise I've had a few situations where "no you can't push that swarm of rats with a sword" or other similar things have come up. You have to be careful not to fall into the "magic can do it all, martial sucks" trap though. The DMG/PHB could have of course clearly spelled this out as the intended mode of play where it was explained that powers effects are just generalized conditions that you can and will extend and modify for specific narrative reasons. You COULD run into problems with narrative munchkinism (people refluffing powers to make them more effective) but as a DM I'd feel perfectly free to nip that in the bud, or maybe just hit them with enough limitations/consequences to keep it in line (not always a sure thing, but certainly if you have 30+ years of DMing experience quite doable). It obviously might not be the easiest game for newbie DMs played that way, but OTOH I doubt too many newbie players are going to push you too far in that direction.My compromise on "prone", "free descriptors" and circumstances with the fiction is to allow oozes etc to be knocked "prone" (ie they are not immune to that suite of player resources that generate that complication), but they don't grant a -2 penalty to non-adjacent archery (because their visible profile hasn't significantly changed).
In the case of MHRP, I think this is a shared sense of Marvel superheroics. In D&D, I don't know that there is as much of a common source text, but I would expect most tables to be able to sort this out.
I think this has less to do with us wanting to hate on 4E and more to do with 4E really bringing clarity to some of these things that were under the surface. This isn't a criticism of 4E. I think one of its strengths as an edition is to speak very strongly to a core group of players whose style it suits. It basically, for me, took a lot of things that had maybe existed as issues in D&D and cranked them up a bit. I don't think that makes 4E objectively bad, or anything like that. It just means some of the things it did were difficult for my sense of what is plausible.
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I don't know. While I have been strongly defending a position here about flavor, I am also quite tired of people breaking into camps and not trying things because its too X or too Y. Frankly, I would be willing to play an edition of D&D that violated many of the issues I discussed here if it were well rounded and a solid system. 4E is definitely too far in one particular direction for me (and I really did feel like the books were entirely dismissive of my style of play----rightly or wrongly), but I think we may be better off if people put the really strong preferences aside for a bit and just try a simple but good game that captures a broad range of what D&D can be. Whether that is possible I don't know. In many ways, I almost want to go back to the pre-internet days when we really didn't overthink a lot of this stuff.
Yeah.You know what I mean?
I'm actually slowly working on a fairly radical 4e hack that does something similar. There are no encounter powers or daily powers, actually, there aren't really powers at all (or classes). Different weapons give you different powers (or at least stances), and magic isn't an innate ability, it's the product of ritual and artifice. If you have a magic missile, it's because you've crafted a wand that can create a magic missile 3 times a day, and recharges at moonrise.
Power progression is also decoupled from level or any kind of character building, and purely becomes a story option. Train with the town guards or a wandering swordsman to learn new weapon techniques. A boon from the elves might take the form of a cloak of invisibility.
No. It just means keeping it believable and feeling realistic.