What disconnect? The words are all there. I really don't get you view here. The fluff is there. The rules are there.It’s not the amount it’s the bright divide between the two and the disconnect that can engender.
What disconnect? The words are all there. I really don't get you view here. The fluff is there. The rules are there.It’s not the amount it’s the bright divide between the two and the disconnect that can engender.
That's because there's almost nothing in characters for 5e. I mean, what's a fighter even do in 5e that requires any GM knowledg?I think a single example can't quite be enough. But even here I much prefer the natural language one of 5e. Or at least the latter one regardless of where it came from. With 5e I have a greater confidence that I'm OK to suss out things on the fly, on the prior one, knowing the rest of 4e, I'm much less inclined to go with my intuition or gut, or at least fret more about it, because the rules as a whole are much tighter.
I'd be worried I'm punking some little key thing a player sweated a choice over in their character build in 4e. While in 5e I just plain wouldn't, at least not near as much.
You are so close.That's because there's almost nothing in characters for 5e. I mean, what's a fighter even do in 5e that requires any GM knowledg?
This is why people have different preferences. I basically disliked everything about the presentation, from the formatting to the hundreds of color-coded powers to the art.That's what a statblock is for, IMO. You can get the rest of the stuff elsewhere, but a REALLY EASY to use statblock is a DM's best friend.
I loved 4e. Now, some of that might be that that was the system that had my longest running campaign with mostly the same guys......context matters. But, I really loved how the rules (like statblocks) were strait forward, and there was a TON of lore in the non-statblocks. I liked the "gamist" language in the rules parts a lot. It just made it easier to actually run the game. There was plenty of lore and stuff outside the blocks.
I have no problem parsing the rules for any edition of D&D.If you can’t parse the rules, you can’t play the game. No matter how great the fluff is. You can have fluff-free games, generic systems that still work. Not so much with rule-free games.
Too clean. I like having to figure stuff out and do some critical thinking.I wonder are they confusing "That is for the DM to decide" with fluff. 4e was pretty clean mechanically by that standard all other editions are pretty muddled.
Aesthetic preferences matter a lot to some people.OK, thanks.
I think the whole "natural language as rules" thing is a red herring - or rather, that it's about purely aesthetic preferences for how rules are stated, rather than anything about how rules are actually adjudicated or applied.
For instance, here are the 4e rules on cover (Rules Compendium, p 219; underlines added):
Targets behind a low wall, around a corner, or behind a tree enjoy some amount of cover. They can’t be hit as easily as normal - the attacker takes a penalty to attack rolls against them. There are two degrees of cover.*Partial Cover (–2 Penalty to Attack Rolls): An attacker takes a –2 penalty to attack rolls against a target that has partial cover (sometimes simply called “cover”). The target is around a corner or protected by terrain. For instance, the target might be in the same square as a small tree, obstructed by a small pillar or a large piece of furniture, or crouching behind a low wall.*Superior Cover (–5 Penalty to Attack Rolls): An attacker takes a –5 penalty to attack rolls against a target that has superior cover. The target is protected by a significant terrain advantage, such as when fighting from behind a window, a portcullis, a grate, or an arrow slit.The following rules govern both degrees of cover.Determining Cover: To determine if a target has cover, choose a corner of a square the attacker occupies, or a corner of the attack’s origin square, and trace imaginary lines from that corner to every corner of any one square that the target occupies. If one or two of thoselines are blocked by an obstacle or an enemy, the target has partial cover. (A line isn’t blocked if it runs along the edge of an obstacle’s or an enemy’s square.) If three or four of those lines are blocked yet line of effect remains - such as when a target is behind an arrow slit - the target has superior cover.
The bits of these rules that I've underlined are all expressed in natural language, and require the table (and, ultimately, the GM) to adjudicate the fiction.
Here are the 5e rules (Basic PDF, p 74):
There are three degrees of cover. If a target is behind multiple sources of cover, only the most protective degree of cover applies; the degrees aren’t added together. For example, if a target is behind a creature that gives half cover and a tree trunk that gives three-quarters cover, the target has three-quarters cover.A target with half cover has a +2 bonus to AC and Dexterity saving throws. A target has half cover if an obstacle blocks at least half of its body. The obstacle might be a low wall, a large piece of furniture, a narrow tree trunk, or a creature, whether that creature is an enemy or a friend.A target with three-quarters cover has a +5 bonus to AC and Dexterity saving throws. A target has threequarters cover if about three-quarters of it is covered by an obstacle. The obstacle might be a portcullis, an arrow slit, or a thick tree trunk.A target with total cover can’t be targeted directly by an attack or a spell, although some spells can reach such a target by including it in an area of effect. A target has total cover if it is completely concealed by an obstacle.
The 5e rules for total cover are covered, in 4e, by the rules for line of effect and blocking terrain, and it's a reasonable criticism of the organisation of the 4e rules that these things are not all treated together, but rather are spread over pages 107-8, 206 and 219 (albeit with some internal cross-referencing). Otherwise the rules are basically the same, and require the same sort of adjudication (how thick is the tree trunk? how big is the furniture? etc). The 4e rules do elaborate a bit more on how the system of squares feeds into that adjudication, but that's a particular instance of the general 4e use of squares as a tool for positioning and managing effects in combat. It doesn't change the necessary element of GM adjudication.
The format of 4e, IMO, encouraged the reader to ignore the fluff and focus on rules and effects, especially in the powers, with their italicized one sentence descriptions.What disconnect? The words are all there. I really don't get you view here. The fluff is there. The rules are there.
Literally the third post has a graph with numbers from the seminar.
No doubt!Aesthetic preferences matter a lot to some people.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.