Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
4e "getting back to D&D's roots" how?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Majoru Oakheart" data-source="post: 4515874" data-attributes="member: 5143"><p>Except it doesn't. It describes metagaming as thinking of the game as a game and making decisions BECAUSE it's a game.</p><p></p><p>There is a difference between "I made a spellcraft check and I know that in this world the only spell that can give you a permanent enhancement is Wish. If you drink multiple rounds in a row, it should give you more bonuses because that's the way the Wish spell works. Also, I know about creating magic items and an item like this would cost HUGE amounts of money." and "The DM is forced to use Wish for a magic item like this, since there's nothing else in the game that does this and he's using the magic item creation rules, so it'll be expensive."</p><p></p><p>One is perfect role playing and the other is metagaming. Even if they end up exactly the same. The example given in the DMG is the perfect example of this. It explains about a player saying "We should search for a way to disable this trap, because the DM wouldn't put a trap here without a way to get around it." which is metagaming. But it explains that if the player said "Let's search for a way to disable the trap because the people who built this place wouldn't have put in a trap without a way for them to get past it." that it wouldn't be metagaming.</p><p> </p><p></p><p>It says that it's good to use the mechanics how you wish. It never says you should use mechanics you make up as you wish. The mechanics say what spells do, how to make them into magic items and so on. In fact, if I was to paraphrase the section that says you can change the rules, it says "You can change the rules, but they work absolutely fine the way they are, and it is better to find interesting ways to use the rules as they exist than changing the rules or coming up with new ones. Plus, since the rules all work together to accomplish the goal of the game, a change of one can have disastrous effects on the rest of the rules. So even though you think it's a good idea, it's still not a good idea. But if you are absolutely, completely, 100% certain it's a good idea then go ahead and change things."</p><p></p><p>Which is a far cry from "Sure, go ahead and make up a well that gives you a permanent bonus to the strength score of anyone who drinks from it."</p><p></p><p>The philosophy of 1e and 2e was closer to "There's no RULES about what kind of items or spells exist. If you want something, do it." which caused a lot of things I didn't particularly like, balance wise...but it did create a more open game.</p><p></p><p>4e gets back to that feel in some ways without opening up EVERYTHING. It says(essentially), "If you need something to make an interesting plot, go ahead and do it...don't let the rules stop you. But a ritual to make the world explode might exist...it just shouldn't fall into the hands of the PCs. Don't treat the rules as the 'physics' of the game world...don't assume that just because none of the classes in the book can do something that it can't be done. Don't assume that if a ritual doesn't exist in a book that it can't be made. But use it only for NPCs and let the rules keep the PCs balanced."</p></blockquote><p></p>
[QUOTE="Majoru Oakheart, post: 4515874, member: 5143"] Except it doesn't. It describes metagaming as thinking of the game as a game and making decisions BECAUSE it's a game. There is a difference between "I made a spellcraft check and I know that in this world the only spell that can give you a permanent enhancement is Wish. If you drink multiple rounds in a row, it should give you more bonuses because that's the way the Wish spell works. Also, I know about creating magic items and an item like this would cost HUGE amounts of money." and "The DM is forced to use Wish for a magic item like this, since there's nothing else in the game that does this and he's using the magic item creation rules, so it'll be expensive." One is perfect role playing and the other is metagaming. Even if they end up exactly the same. The example given in the DMG is the perfect example of this. It explains about a player saying "We should search for a way to disable this trap, because the DM wouldn't put a trap here without a way to get around it." which is metagaming. But it explains that if the player said "Let's search for a way to disable the trap because the people who built this place wouldn't have put in a trap without a way for them to get past it." that it wouldn't be metagaming. It says that it's good to use the mechanics how you wish. It never says you should use mechanics you make up as you wish. The mechanics say what spells do, how to make them into magic items and so on. In fact, if I was to paraphrase the section that says you can change the rules, it says "You can change the rules, but they work absolutely fine the way they are, and it is better to find interesting ways to use the rules as they exist than changing the rules or coming up with new ones. Plus, since the rules all work together to accomplish the goal of the game, a change of one can have disastrous effects on the rest of the rules. So even though you think it's a good idea, it's still not a good idea. But if you are absolutely, completely, 100% certain it's a good idea then go ahead and change things." Which is a far cry from "Sure, go ahead and make up a well that gives you a permanent bonus to the strength score of anyone who drinks from it." The philosophy of 1e and 2e was closer to "There's no RULES about what kind of items or spells exist. If you want something, do it." which caused a lot of things I didn't particularly like, balance wise...but it did create a more open game. 4e gets back to that feel in some ways without opening up EVERYTHING. It says(essentially), "If you need something to make an interesting plot, go ahead and do it...don't let the rules stop you. But a ritual to make the world explode might exist...it just shouldn't fall into the hands of the PCs. Don't treat the rules as the 'physics' of the game world...don't assume that just because none of the classes in the book can do something that it can't be done. Don't assume that if a ritual doesn't exist in a book that it can't be made. But use it only for NPCs and let the rules keep the PCs balanced." [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
4e "getting back to D&D's roots" how?
Top