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15 Petty Reasons I Won't Buy 5e
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<blockquote data-quote="Emerikol" data-source="post: 6324691" data-attributes="member: 6698278"><p>I see this argument a lot Pemerton that you make about sim. It's why I'm not sure the point is sim. Bawylie who hangs around here some and over on wotc boards a lot had a theory about narrative mechanical unity vs narrative mechanical harmony.</p><p></p><p>I don't really think I am trying to perfectly simulate anything. I do want my mechanics to flow naturally and smoothly with the fluff. So I put myself in the NMU camp and not the NMH camp. I've found that most people that really loved 4e tend towards NMH. They are much more willing to look at the overall affect on the entire game vs the affect and feel of the individual action.</p><p></p><p>Things like damage on a miss drive NMU people crazy. The reason martial healing is so hated for NMU reasons is that the entire game is worded entirely from the meat perspective. Cure Wounds. Heal. and so forth. By now though I'm sure most of your NMU people are well settled into the "meat" definition and by meat I mean the proportional partial meat position and not the slab approach. At least the game was worded that way entirely prior to 4e. 4e introduced a bunch of new words and kept a bunch of old words and that created a lot of disunity in the mechanics for the NMU people.</p><p></p><p>Here are a few NMU things that we like...</p><p>1. We want the order of events to flow in chronological order. We don't want to backtrack and reverse some earlier result. So once I roll to hit I've made contact. Once I roll damage I've applied some force. A Player can't come along and use a special ability and undo what's already happened. If it's part of the damage roll like a DR calculation that is not player chosen then it's fine.</p><p></p><p>2. Damage on a miss. The word miss means miss.</p><p></p><p>3. Any dissociative mechanic would fit the bill. NMU is bigger than dissociative though so lack of NMU is actually a better descriptor than dissociative.</p><p></p><p>Anyway. If you really wanted to understand why different people approach the game differently perhaps this will explain it somewhat.</p></blockquote><p></p>
[QUOTE="Emerikol, post: 6324691, member: 6698278"] I see this argument a lot Pemerton that you make about sim. It's why I'm not sure the point is sim. Bawylie who hangs around here some and over on wotc boards a lot had a theory about narrative mechanical unity vs narrative mechanical harmony. I don't really think I am trying to perfectly simulate anything. I do want my mechanics to flow naturally and smoothly with the fluff. So I put myself in the NMU camp and not the NMH camp. I've found that most people that really loved 4e tend towards NMH. They are much more willing to look at the overall affect on the entire game vs the affect and feel of the individual action. Things like damage on a miss drive NMU people crazy. The reason martial healing is so hated for NMU reasons is that the entire game is worded entirely from the meat perspective. Cure Wounds. Heal. and so forth. By now though I'm sure most of your NMU people are well settled into the "meat" definition and by meat I mean the proportional partial meat position and not the slab approach. At least the game was worded that way entirely prior to 4e. 4e introduced a bunch of new words and kept a bunch of old words and that created a lot of disunity in the mechanics for the NMU people. Here are a few NMU things that we like... 1. We want the order of events to flow in chronological order. We don't want to backtrack and reverse some earlier result. So once I roll to hit I've made contact. Once I roll damage I've applied some force. A Player can't come along and use a special ability and undo what's already happened. If it's part of the damage roll like a DR calculation that is not player chosen then it's fine. 2. Damage on a miss. The word miss means miss. 3. Any dissociative mechanic would fit the bill. NMU is bigger than dissociative though so lack of NMU is actually a better descriptor than dissociative. Anyway. If you really wanted to understand why different people approach the game differently perhaps this will explain it somewhat. [/QUOTE]
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