Intense_Interest
First Post
sinecure said:No suffocation rules?
Page 159
sinecure said:No suffocation rules?
OK, so you don't like games with metagame mechanics yielding player control over the narration. (And, by the way, you still haven't told me whether you regard games that are metagame heavy, like HeroWars and The Dying Earth, as RPGs.)sinecure said:Repeatedly forcing mechanics on players which stop them from roleplaying:
powers - you can't do these unless you've got 'em. So don't bother trying.
marked condition - when has this happened to you in real life?
action points - You just get to go twice because we like you.
milestones - I can move twice in a round now again because of what? And my magic items work again why?
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Card game initiative. Upkeep phase, Action phase, Resolution phase. Think this pulls a player out of character to do?
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Feats. As in 3e, a game for the min-maxers to play with. Totally pointless when you can do this without having the players actually knowing what perks they have mechanically. Just tell them the description.
Ah, so Rolemaster and Runequest are not RPGs either (or at least not very good ones) because they have always had unified XP tables, unified skill lists, unified rules for magic use, etc.sinecure said:PC classes with actual mechanical differances. There is only 1 class all use.
OK, so you also prefer a game in which one of the main rewards of play - earning loot - is thwarted by the unidentifiability or unobtainability of that loot.sinecure said:Residuum. So the default playstyle is everyone gets whatever magic item they want pretty much whenever they want? Only limited by level, course. Stand back! Monty Haulism has been written into the rules.
Identifying magic - not even a 1st level spell anymore. Now every single PC auto-identifies 1 power / 5 minute resting period on any magic item. In other words, you could do this in your sleep.
In AD&D nearly all poisons are the same (dead) and all petrification is the same (turned to stone - it's kind of definitional in this case). But not all 4e conditions have an identical effect - that's just nonsense.sinecure said:Basically, there is little to no variation in what spells, I mean "powers", can do to you. Everything has an identical effect on your character. All petrification the same. All polymorphs the same. All poisons, all spells, all damages "typed". Only diseases are still unique as far as I can tell.
I don't understand, for two reasons: you can't perform a Ritual of higher than your level (unless it's on a scroll, as is traditional for D&D); the difference between 1st level PCs having Raise Dead and Teleport or not is nothing to do with setting and all about play experience.sinecure said:Rituals - These have nothing to do with level. These are based upon setting. You could give everyone every one of these rituals at 1st level. It doesn't change anything. It only changes setting.
This is one of the more bizarre items on your list. The amount of loving mechanical detail given to the class attack powers, the class utility powers, the healing mechanics and all the related paraphenalia of combat mean that the game more than ever focuses on the thematic signficance and consequences of fighting.sinecure said:3E uber healing is now maximized. Everyone is full HP every day, magic healing or no. Fighting has virtually no consequences. Kill, Kill, Kill.
And just think, Rolemaster has only a handful of conditions: must parry, stunned, stunned no parry and down. And it has 50' movement per round (only 5 squares on a 10' grid). And it has never had any decent multi-classing rules, only rather expensive dabbling or new base classes. It's a conspiracy!sinecure said:Movement has been nerfed. Where is the standard 12 square move? Out with d20, right? If they wanted better movement, why limit themselves to 6 squares.
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Anything that is bad that can happen to you is a "condition".
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Multi-Classing. Have you seen this?
Ah, 2nd ed AD&D - I miss that pinnacle of skill-based RPGs.sinecure said:Skills. Here we actually find the last vestiges for what passed as "the rules of the game". Shrunk down to the size of a nickel, these guys don't even realize that this is the real RPG.
So just to be clear - what really makes a great fantasy RPG are it's equipment and transportation rules.sinecure said:Adventuring Gear list? Nerfed.
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Carrying, Lifting, Dragging. a.k.a. "Encumbrance". Practically invisible. It's like they are trying to hide it.
I don't know those games. Have more than a 100 people even played those? Why should I care if they are RPGs are not?pemerton said:OK, so you don't like games with metagame mechanics yielding player control over the narration. (And, by the way, you still haven't told me whether you regard games that are metagame heavy, like HeroWars and The Dying Earth, as RPGs.)
BINGOAh, so Rolemaster and Runequest are not RPGs either (or at least not very good ones) because they have always had unified XP tables, unified skill lists, unified rules for magic use, etc.
And the DDM crew should be proud. Within combat rounds they have Magic card levels of variation. Got anything of worthwhile mechanically that isn't combat related? I mean, stuff where they'll be adding hundreds of new options? No? Huh.And, by the way, there is a pretty signficant mechanical difference between Sleep and Force Orb (just to pick two 1st level Wizard powers).
You must live in a world of absolutes. Have you ever played D&D before? Do you really think before 2000 no one ever gained treasure or figured out with a magic item did? Try coming back with a real rebuke next time.OK, so you also prefer a game in which one of the main rewards of play - earning loot - is thwarted by the unidentifiability or unobtainability of that loot.
You should read books before you quote them. You do realize the 1E DMG had a system for distributing treasure, right? Not some "look at these, never let your players have these" tripe. What is wrong with you? You're purposefully mis-characterizing over 25 years of D&D play. Did you even like D&D before 2000? Answer that.The 1st ed DMG is much better design, obviously, devoting page after page to magic items that the rules tell you not to let the PCs have, or not to let them use if they do get hold of them.
Compared to D&D before the great minimization of 3E, 4th has virtually no variation. Sorry if you actually believe a dozen or so options is somehow "freeing".In AD&D nearly all poisons are the same (dead) and all petrification is the same (turned to stone - it's kind of definitional in this case). But not all 4e conditions have an identical effect - that's just nonsense.
You aren't understanding me here. These things have no need to be level-based. Give them out for free to everyone everywhere and the game is still balanced as to combat. So why did they include level requirements again?I don't understand, for two reasons: you can't perform a Ritual of higher than your level (unless it's on a scroll, as is traditional for D&D); the difference between 1st level PCs having Raise Dead and Teleport or not is nothing to do with setting and all about play experience.
Why should it surprise me that you think this? Think of it as a side scrolling video game. We fight fight fight. Then rest before moving the side scroller to the next combat. Rinse and repeat. After every fight we are at full HP. After every sleep we are at Max Power Ups.This is one of the more bizarre items on your list. The amount of loving mechanical detail given to the class attack powers, the class utility powers, the healing mechanics and all the related paraphenalia of combat mean that the game more than ever focuses on the thematic signficance and consequences of fighting.
Rolemaster and is disastrous design should have been a warning to the 3e crew. How long do we have to wait until they learn the lesson?And just think, Rolemaster has only a handful of conditions: must parry, stunned, stunned no parry and down. And it has 50' movement per round (only 5 squares on a 10' grid). And it has never had any decent multi-classing rules, only rather expensive dabbling or new base classes. It's a conspiracy!
It isn't skill-based, that's why it actually functions better as an RPG.Ah, 2nd ed AD&D - I miss that pinnacle of skill-based RPGs.
There you go. Be dismissive. Your chosen game actually fails at something and you decide those elements have no place in fantasy RPGs.So just to be clear - what really makes a great fantasy RPG are it's equipment and transportation rules.
Pemerton said:A question, however: how does a game become more flexible and more of a toolbox by mandating via a dice roll the starting age of a PC?
I just don't see it. Yes, 3E tells me how to play a CN Half-Orc Druid. 4e tells me how to play a Good Tiefling Warlock. Tropes come and go, but they don't really tell us much about whether or not a game is a toolbox, a serious game, a casual game, or whatever
pemerton said:The question is, did it succeed?
II said:There's your rule breaking: but be careful about ascribing motives to the actions of others or telling others how they "should" think. You are not only telling me what kind of feelings I am having, but how pejoratively minor in scope they are to you.
You are simplifying to a definition without regarding the negative associations that should have already been apparent, unless you fail to see the demeaning nature of calling a person "casual".
"Well designed" "Straightforward" and "highly efficient" is a judgment about the game system- Chess, for example. "Casual" is a judgment about the players, calling them the Lowest Common Denominator and unwilling to make the leap into a Hardcore game.
I'm getting more of a feel for what you mean by "tinkering", and I think that is making me more sympathetic to your point, but I have to say I'm more inclined than you are to focus on the success than the mere attempt (and I also want to say: why don't those tinkerers join we Rolemaster players? - it's a great game that could benefit from a bigger community, and it is a more robust platform from which to tinker, IMO, than is 3E!).Kamikaze Midget said:It's not about the trope, really. 3e told you how to play a Good Tiefling Warlock, too (or a good tielfing wizard who summoned demons, if we're sticking with core-only). A major issue for many is that 4e stopped telling you how to play a CN half-orc druid, because, apparently, those weren't as popular, even though it could have told you how to do that while still telling you how to play a good tiefling warlock.
It's not like they had to choose between them. They just elected to provide rules for the most popular (or projected-to-be-most-popular) things, while 3e elected to provide rules as a foundation for even blatantly unpopular things (like randomly generating weather), just in case someone needed it or wanted to use it or mess with it.
It's always hard to work these things out from messageboard posts, but I do get a sense of what Sinecure is looking for.Mustrum_Ridcully said:No offense, sinecure, but I have really problem trying to get what you're doing with your game and what your preferences are, and how they relate to the rest of the role-playing world...
Maybe my message board poster understanding muscles are sore, but does _anyone_ f4nboi, hat3r, fence sitter or hong really get what sinecure expects from a role playing game? And furthermore, does anyone share similar preferences?
Because I seem totally unable to get it. I can get all the s*mulat*on*st world builder desires, people that love Gnomes, hate Dragonboobs and Tieflings, or love the Great Wheel. But I don't get sinecure.
pemerton said:If I wanted to classify this style using Forge terminology, I'd say it's gamism with a very strong simulationist chassis supporting it. The gamism is not focused on a win at the encounter level, but at the adventure or even campaign level (hence the emphasis on "operational" rather than "tactical" play). The simulationism is purist-for-system, but the "system" is not really a game mechanical system (of the RM or RQ sort) but rather the presupposed constraints upon the GM's narration, which are delivered by a combination of (sparse) game mechanics and the inner logic of the gameworld.
pemerton said:I also think you're being a little uncharitable in the Half-Orc and Druid remarks. Half-Orcs, OoTS to one side, really are a little unpleasant in notion. And Druids (what with their shapechange and summoning) really are hard to get right, as 3E demonstrated over many years of trying.
I'm getting more of a feel for what you mean by "tinkering", and I think that is making me more sympathetic to your point, but I have to say I'm more inclined than you are to focus on the success than the mere attempt (and I also want to say: why don't those tinkerers join we Rolemaster players? - it's a great game that could benefit from a bigger community, and it is a more robust platform from which to tinker, IMO, than is 3E!).
I also think you're being a little uncharitable in the Half-Orc and Druid remarks. Half-Orcs, OoTS to one side, really are a little unpleasant in notion. And Druids (what with their shapechange and summoning) really are hard to get right, as 3E demonstrated over many years of trying.