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D&D Older Editions, OSR, & D&D Variants
4e Heal info in new Confessions article
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<blockquote data-quote="pemerton" data-source="post: 3999489" data-attributes="member: 42582"><p>QFT. 4e looks to be recognising the strengths of 3E - including its capacity to support skilled rules-mastery play through its intricate action resolution systems - and getting rid of all the other aspects of play that interfere with this - such as the arbitrary (relative to the priorities of the players, be these thematic, butt-kicking or whatever) limitations on PC actions that Vancian magic imposes.</p><p></p><p></p><p>This post really highlights (for me) the degree of attention to design, and the sort of play it facilitates, that the WoTC staff are giving 4e.</p><p></p><p>Killed by random damage-roll resulting from resolute application of (pseudo-)simulationist mechanics = non-heroic. If you want this sort of game, play RQ or RM, where the sense of heroism comes from somewhere other than the combat rules.</p><p></p><p>Getting to one's feet, after taking a blow from Orcus that would cripple any lesser mortal, because of the desperate plea of one's Wizard companion for help, or the rallying cry of the Warlord leader = heroic in my book, for the sort of play that D&D is all about.</p><p></p><p></p><p>I think that this outlook is confusing the player and the PC in an unhelpful way. Of course, <em>in the gameworld</em>, the PC is taking risks which could result in death - s/he is fighting, jumping chasms, etc. The question is whether, <em>in the real world</em> the game is most fun when the player has a random chance of missing out on the next hour or ten of play as his/her only vehicle for participation - the PC - is suddenly killed off. There is nothing heroic about playing a game where a bad roll can make you lose - its just a way to ruin a Sunday afternoon.</p><p></p><p></p><p>Now that would <em>really</em> ruin a Sunday afternoon! Luckily for my players, its against the law in Australia for a GM to kill people.</p><p></p><p>This is closer to my experience. The excitement in play is a combination of two things: having to use the rules cleverly in order to overcome the challenge; and the in-game meaning of all that rules-talk. The sense of heroism comes from the latter, and in a close combat that will certainly include (as part of the in-game flavour) the threat of death.</p></blockquote><p></p>
[QUOTE="pemerton, post: 3999489, member: 42582"] QFT. 4e looks to be recognising the strengths of 3E - including its capacity to support skilled rules-mastery play through its intricate action resolution systems - and getting rid of all the other aspects of play that interfere with this - such as the arbitrary (relative to the priorities of the players, be these thematic, butt-kicking or whatever) limitations on PC actions that Vancian magic imposes. This post really highlights (for me) the degree of attention to design, and the sort of play it facilitates, that the WoTC staff are giving 4e. Killed by random damage-roll resulting from resolute application of (pseudo-)simulationist mechanics = non-heroic. If you want this sort of game, play RQ or RM, where the sense of heroism comes from somewhere other than the combat rules. Getting to one's feet, after taking a blow from Orcus that would cripple any lesser mortal, because of the desperate plea of one's Wizard companion for help, or the rallying cry of the Warlord leader = heroic in my book, for the sort of play that D&D is all about. I think that this outlook is confusing the player and the PC in an unhelpful way. Of course, [i]in the gameworld[/i], the PC is taking risks which could result in death - s/he is fighting, jumping chasms, etc. The question is whether, [i]in the real world[/i] the game is most fun when the player has a random chance of missing out on the next hour or ten of play as his/her only vehicle for participation - the PC - is suddenly killed off. There is nothing heroic about playing a game where a bad roll can make you lose - its just a way to ruin a Sunday afternoon. Now that would [i]really[/i] ruin a Sunday afternoon! Luckily for my players, its against the law in Australia for a GM to kill people. This is closer to my experience. The excitement in play is a combination of two things: having to use the rules cleverly in order to overcome the challenge; and the in-game meaning of all that rules-talk. The sense of heroism comes from the latter, and in a close combat that will certainly include (as part of the in-game flavour) the threat of death. [/QUOTE]
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