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    Flavour First vs Game First - a comparison

    That is a valid counterargument and which is why i mentioned that earlier editions version of hp was not the panacea to those wanting an in-game to physical damage. But yes it definitely had some very gamist constructions in the regard of the dichotomous all or nothing physical condition. My...
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    Flavour First vs Game First - a comparison

    The fact that it heals overnight makes me feel the damage is not real. Real damage does not heal overnight. If the second wind allowed you to temporarily negate damage and fight on, I would agree with you about how second wind works, but that is not what happens. It is a permanent curing of...
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    Flavour First vs Game First - a comparison

    WHile you have a good point about healing surges, they are still difficult to map to in-world events. If you dont spend a healing surge then the damage is real, if you do not spend a surge, it is not, is the type of issue that people like RC are having issues with. I think HP have changed more...
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    Flavour First vs Game First - a comparison

    I have seem to have noticed this as well. It is only a perception and could easily be colored by how i perceived things have come about. But from my view of things, i kind of feel that issues people were hating in 2E that 3E 'fixed' are now the bugbears of 3E. As I said it could be that I was...
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    Flavour First vs Game First - a comparison

    Doesnt this just revert back to the "sneak attacks dont work on monsters without vital parts" type of dilemmas that the game designers were trying to avoid. I think the designers specifically wanted a game where character powers were not nullified by encounter specifics. I think most people...
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    The Lies of Locke Lamora

    I enjoyed by LLL and the sequel. Not an epic type of story but definitely a character-driven story. I think his characters (particularly many of the secondary ones) are well done and the plots are pretty interesting.
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    Farewell to thee D&D

    i did not really convey what i meant well. I was jumping from a game perspective to a world-building perspective when I started talking about most players gathering rituals. Though, I think since rituals are where a lot of power is (could be WAY wrong on this), many people probably will grab it...
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    Farewell to thee D&D

    That is a good way look at it. I overall honestly dont like the general direction of it for my own version of a FRPG, but at the same time I think that your idea is definitely a great way to approach 4E. it does not do much for the wizard unleashing potent powers during a battle but it does...
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    Farewell to thee D&D

    Great Post. I actually really like the idea of narrative control as a way to equalize players and have thought about using that in several systems. But I agree that many might not appreciate such a system. But mostly wanted to chime in that i really like your overall thoughts on the matter.
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    Farewell to thee D&D

    I guess in some ways it does depending on how you look at it. From my perspective it completely does not do this and is one of the worst of systems for this. The wizard has pretty stable power distribution throughout the story and it is very very similar to every other class (this is of course...
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    Farewell to thee D&D

    What you say has a lot of truth in it and at the same time still does not really impact the underlying point that Celt has. The above all have limitations so that the story would not be Gandalf does everything easily...the End. The real questions is. People (including me) want an aesthetic...
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    Farewell to thee D&D

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    Farewell to thee D&D

    i do not think that is a fair characterization of what he is saying. I think he wants characters that have different power distributions throughout a story. In 4E the distribution is the same with approx the same efficacy from all classes in most all situations (which is not to say they play...
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    On the Value of Uncertainty

    I like players to make plausible decisions that their characters would make which can be very different than what players would make. Too often i see groups tend to basically act the same way time after time. Their characters might have idiosyncrasies that develop but the actual decision making...
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    On the Value of Uncertainty

    I guess i really don't see these entertainments as life-and-death heroism. It is at best an illusion of life-and-death with varying degrees of success. It is also life and death for possibly other characters just not the main character (eg Tara in buffy) i see GRR martins stories as...
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    On the Value of Uncertainty

    Generally i think the group really needs to decide before the game, what the game is about. A game about life and death heroism somewhat requires the risk of death (of course this is a continuum). At the same time it is definitely true that death might not be the worst thing that can happen...
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    Are rogues marginalized by magic?

    Not nostalgia, fuzzy or otherwise Though nothing against nostalgia, as I have plenty of it for the older editions. Frankly nostalgia is the strongest reason for me to play D&D as there are mechanically superior games to D&D out there for my tastes. On the other hand, nostalgia is powerful and a...
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    Are rogues marginalized by magic?

    Thieves can be the odd man out. They were more useful in 1E because of such limited spell slots and that the overall levels of PCs in theory were much lower. A knock spell means a lot more when a 7th level M-U is considered mid to high levels and has such limited numbers of 2nd level spells.
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    Games that didn't survive first contact. . .

    For me all the other stuff (BITs),skills and conflict resolution, magic system, resources and such is really what interested me more. But i can see how when you remove scripting it could lose some of its uniqueness. I like the rest of the combat system (wounds, dice pool, combat choices) I just...
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    Games that didn't survive first contact. . .

    i love BW in theory, but it needs some mods for it to work for my group. And EVERYONE has to understand the rules for it to work. Scripting combat does not work for us. I thought about just keeping combat the way it is sans scripting (just round to round decision making).
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