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4E is for casuals, D&D is d0med
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<blockquote data-quote="Intense_Interest" data-source="post: 4286126" data-attributes="member: 65904"><p>I don't see the inherent difference in "tinkerability" between a feature you house-rule in that works within a system and a feature you house-rule out that doesn't work for your game. Further, if a system is more able to add things it is a better system to "tinker" with, which is the essential design philosophy of 4E.</p><p></p><p>Add to this the Jenga-nature of the previous rule set- Wealth by Level was tied into Magic Items which was tied into CR scaling that was a reflection of the Monster System that filtered into Monsters as PCs (in a sense) means that the tinkering within the system was more taste-based than actually reformative.</p><p></p><p>Meanwhile, you can strip all magic items out of 4E by handing out the engine assumed plusses and refusing to tailor encounters around Magic Item X.</p><p></p><p></p><p></p><p>Ignoring Wealth-by-Level charts created a degenerative game, for example. I would argue that there is no inherent difference between Adding, Subtracting, or Altering rules; as long as the system can support the change.</p><p></p><p>In a rhetorical example, jackbooting the W/E/D/U by level chart for a single new class (exception based design) and constraining that class with an entirely-Daily power selection to create a Vance Caster. Is this altering the Power/Level chart, subtracting it, or adding a new class?</p><p></p><p>Second, an added suite of powers that re-introduce CN and LN foes, powers, and classes (maybe from <em>Law and Chaos: Moorecockian Tapdance</em>) is no more an amount of "tinkering" than subtracting alignment altogether would be.</p><p></p><p>Sidenote, I think we've gone deep into the Semantic hole.</p><p></p><p></p><p></p><p>There's your rule breaking: <em>but be careful about ascribing motives to the actions of others or telling others how they "should" think.</em> You are not only telling me what kind of feelings I am having, but how pejoratively minor in scope they are to you.</p><p></p><p></p><p></p><p>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".</p><p></p><p>"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.</p><p></p><p></p><p></p><p>The substantial reasons I have seen and agree with is that it'll cost more money and Angels aren't Good. Yet a collection of valid data-points does not come to an absolute sum of a value-comparison.</p><p></p><p>Hell, I think there shouldn't have been Usually-Good Angels in the MM, instead putting them into the <em>Book of Vile Darkness: ruleset for Evil PCs</em>. That agrees with one reason while contradicting another- that doesn't mean that I condemn 4E.</p><p></p><p></p><p></p><p>This assumption only works if you find that 3E can be made into a worthwhile game of Fantasy Roleplaying. Personally, I used the d20 engine to play Spycraft for the past 3 years. Value judgement, yes, but it answers your question.</p></blockquote><p></p>
[QUOTE="Intense_Interest, post: 4286126, member: 65904"] I don't see the inherent difference in "tinkerability" between a feature you house-rule in that works within a system and a feature you house-rule out that doesn't work for your game. Further, if a system is more able to add things it is a better system to "tinker" with, which is the essential design philosophy of 4E. Add to this the Jenga-nature of the previous rule set- Wealth by Level was tied into Magic Items which was tied into CR scaling that was a reflection of the Monster System that filtered into Monsters as PCs (in a sense) means that the tinkering within the system was more taste-based than actually reformative. Meanwhile, you can strip all magic items out of 4E by handing out the engine assumed plusses and refusing to tailor encounters around Magic Item X. Ignoring Wealth-by-Level charts created a degenerative game, for example. I would argue that there is no inherent difference between Adding, Subtracting, or Altering rules; as long as the system can support the change. In a rhetorical example, jackbooting the W/E/D/U by level chart for a single new class (exception based design) and constraining that class with an entirely-Daily power selection to create a Vance Caster. Is this altering the Power/Level chart, subtracting it, or adding a new class? Second, an added suite of powers that re-introduce CN and LN foes, powers, and classes (maybe from [i]Law and Chaos: Moorecockian Tapdance[/i]) is no more an amount of "tinkering" than subtracting alignment altogether would be. Sidenote, I think we've gone deep into the Semantic hole. There's your rule breaking: [i]but be careful about ascribing motives to the actions of others or telling others how they "should" think.[/i] 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. The substantial reasons I have seen and agree with is that it'll cost more money and Angels aren't Good. Yet a collection of valid data-points does not come to an absolute sum of a value-comparison. Hell, I think there shouldn't have been Usually-Good Angels in the MM, instead putting them into the [i]Book of Vile Darkness: ruleset for Evil PCs[/i]. That agrees with one reason while contradicting another- that doesn't mean that I condemn 4E. This assumption only works if you find that 3E can be made into a worthwhile game of Fantasy Roleplaying. Personally, I used the d20 engine to play Spycraft for the past 3 years. Value judgement, yes, but it answers your question. [/QUOTE]
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