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101 roleplaying descriptions justifying martial dailies
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<blockquote data-quote="Mallus" data-source="post: 4818654" data-attributes="member: 3887"><p>Creating balanced, playable mechanics for a game system <strong>is</strong> the overriding reason for the power framework. It's like you're asking 'why do objects fall, besides gravity?'. I could make something up, but it would be BS. </p><p></p><p></p><p>The reasoning is crystal clear (you said it yourself, it's game balance). What's hidden, or rather, unstated, are the ways the mechanics get narrated during play. That's left up to the individuals playing. Gamers are supposed to be an imaginative lot. I'm sure they'll think of something (as you do, farther on in your post. See, it's not so hard). </p><p></p><p>Perhaps the 4e editors should have spend time and page count explaining that 4e sometimes resembles an effects-based rule system like Champions/HERO. That the rules focus on the mechanical effects, and it's up to the DM/players to describe how they actually look in the game world.</p></blockquote><p></p>
[QUOTE="Mallus, post: 4818654, member: 3887"] Creating balanced, playable mechanics for a game system [b]is[/b] the overriding reason for the power framework. It's like you're asking 'why do objects fall, besides gravity?'. I could make something up, but it would be BS. The reasoning is crystal clear (you said it yourself, it's game balance). What's hidden, or rather, unstated, are the ways the mechanics get narrated during play. That's left up to the individuals playing. Gamers are supposed to be an imaginative lot. I'm sure they'll think of something (as you do, farther on in your post. See, it's not so hard). Perhaps the 4e editors should have spend time and page count explaining that 4e sometimes resembles an effects-based rule system like Champions/HERO. That the rules focus on the mechanical effects, and it's up to the DM/players to describe how they actually look in the game world. [/QUOTE]
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