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1E vs Forked Thread: Is 4E doing it for you?
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<blockquote data-quote="RFisher" data-source="post: 4479588" data-attributes="member: 3608"><p>See, the non-boring, non-shallow, non-bland stuff was the non-mechanical stuff.</p><p></p><p>You know, perhaps I enjoy “rules light” games so much because the aspects of the game I enjoy most aren’t covered by mechanics in <em>any</em> system. (OK, make that “most”—there are a lot of esoteric systems out there.) Exploration. Discovery. Problem solving. Deciding whether to go left or right. Deciding whether to make a frontal assault or something more oblique. Looking for out-of-the-box solutions. Knowing when to run and when to push it. Developing a personality for my PC.</p><p></p><p>None of the extra mechanics “more advanced” games present my fighter or rogue helps with any of that. And sometimes, it even gets in the way.</p><p></p><p></p><p></p><p>The fix for the “I hit...I miss...I hit” problem is not narration. The only time you should get stuck in the hp attrition cycle is when you’ve done everything you can to tip the odds in your favor and you don’t have any other way of ending the combat sooner.</p><p></p><p>When I ran a B/X campaign recently, the players rarely just stood there and traded blows with the foes, and when they did it was only for a few rounds. Between maneuvering for advantage, using terrain to their advantage, spells, magic items, burning oil, parley, preparation, running, &c. combat seldom got boring.</p><p></p><p>Heck, if it did come down to that, the monster would run (or change tactics) because they’d usually be able to see that such a fight wasn’t going in their favor.</p><p></p><p>Of course, a good DM can also help out by making sure there’s interesting terrain that can be used tactically and the possibility for goals other than just killing the monsters.</p></blockquote><p></p>
[QUOTE="RFisher, post: 4479588, member: 3608"] See, the non-boring, non-shallow, non-bland stuff was the non-mechanical stuff. You know, perhaps I enjoy “rules light” games so much because the aspects of the game I enjoy most aren’t covered by mechanics in [i]any[/i] system. (OK, make that “most”—there are a lot of esoteric systems out there.) Exploration. Discovery. Problem solving. Deciding whether to go left or right. Deciding whether to make a frontal assault or something more oblique. Looking for out-of-the-box solutions. Knowing when to run and when to push it. Developing a personality for my PC. None of the extra mechanics “more advanced” games present my fighter or rogue helps with any of that. And sometimes, it even gets in the way. The fix for the “I hit...I miss...I hit” problem is not narration. The only time you should get stuck in the hp attrition cycle is when you’ve done everything you can to tip the odds in your favor and you don’t have any other way of ending the combat sooner. When I ran a B/X campaign recently, the players rarely just stood there and traded blows with the foes, and when they did it was only for a few rounds. Between maneuvering for advantage, using terrain to their advantage, spells, magic items, burning oil, parley, preparation, running, &c. combat seldom got boring. Heck, if it did come down to that, the monster would run (or change tactics) because they’d usually be able to see that such a fight wasn’t going in their favor. Of course, a good DM can also help out by making sure there’s interesting terrain that can be used tactically and the possibility for goals other than just killing the monsters. [/QUOTE]
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