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4E combat and powers: How to keep the baby and not the bathwater?
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<blockquote data-quote="Crazy Jerome" data-source="post: 5865392" data-attributes="member: 54877"><p>Agreed on first paragraph. I took your meaning that way, and was elaborating on the thought.</p><p> </p><p>Also agree on the second part. Such a game does end up fighting itself. My contention was that in such a game, the "spirit of the game" ultimately itself becomes superficial, whatever vitality it may have begun with. </p><p> </p><p>Made up example:</p><p> </p><p>Me: "I've got this really great gonzo game idea where you play immortals in Roger Zelazny's Divlish the Damned series, conniving against each other in these intricate, rapidly developing plots that make Amber look like My Little Pony in comparison." </p><p> </p><p>You: "Ok, how does it work."</p><p> </p><p>Me: "Well, you state your course of action and roll 7d6 + 2d10 + 3d3 + die to be named later, then compare against several charts." (What follows is a long-winded explanation that boils down to you have about a 2% chance of anything happening at all--such critical things as your cat catching a cold or spendig the day at the park watching butterflies.)</p><p> </p><p>You: <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f615.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":confused:" title="Confused :confused:" data-smilie="5"data-shortname=":confused:" /> "I think I just died a little inside." </p><p> </p><p>It is the failure to recognize that essential link between spirit and mechanic that I find lacking in some conversations that think getting the spirit right is the be all and end all. In fairness to them, their preferences have piggy-backed upon some inherited relationships that are a bit stronger than they imagine. So the spirit is not quite so readily and overtly crushed as in my example. This is a difference in degree, not kind. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5865392, member: 54877"] Agreed on first paragraph. I took your meaning that way, and was elaborating on the thought. Also agree on the second part. Such a game does end up fighting itself. My contention was that in such a game, the "spirit of the game" ultimately itself becomes superficial, whatever vitality it may have begun with. Made up example: Me: "I've got this really great gonzo game idea where you play immortals in Roger Zelazny's Divlish the Damned series, conniving against each other in these intricate, rapidly developing plots that make Amber look like My Little Pony in comparison." You: "Ok, how does it work." Me: "Well, you state your course of action and roll 7d6 + 2d10 + 3d3 + die to be named later, then compare against several charts." (What follows is a long-winded explanation that boils down to you have about a 2% chance of anything happening at all--such critical things as your cat catching a cold or spendig the day at the park watching butterflies.) You: :confused: "I think I just died a little inside." It is the failure to recognize that essential link between spirit and mechanic that I find lacking in some conversations that think getting the spirit right is the be all and end all. In fairness to them, their preferences have piggy-backed upon some inherited relationships that are a bit stronger than they imagine. So the spirit is not quite so readily and overtly crushed as in my example. This is a difference in degree, not kind. :D [/QUOTE]
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4E combat and powers: How to keep the baby and not the bathwater?
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