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, OSR, & D&D Variants
*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, OSR, & D&D Variants
*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
D&D Older Editions, OSR, & D&D Variants
4E: The day the game ate the roleplayer?
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="Kaisoku" data-source="post: 4085989" data-attributes="member: 58447"><p>This is exactly what I see here as well. And it does happen with every edition. You can't play standard D&D rules (at nearly any edition) without it being Vancian-ish style, "per day" magic.</p><p></p><p>Roleplaying your favorite wizard in a fantasy book that didn't emulate this style was impossible within the rules. Hence, the addition of spellpoint rules and reserve feats, etc.</p><p></p><p>The rules are telling you what you can do in the game world. This can directly impact your roleplaying experience if you are wanting to do something other than what the rules say. It's not just about power level, it's about what can and can't be done in the game world.</p><p>Only so much can be covered by flavour text.</p><p></p><p></p><p>Now, my opinion is that 4e feels like it might be capable of getting closer to giving a more flexible set of rules to accommodate more concepts. Especially if the DMG provides help with rules altering and DM fiat.</p><p></p><p></p><p>There can be fundemental immersion flaws that can get in the way though, depending on how much of a "living, breathing world" you intend to make. Per Encounter abilities are fine when it comes to a game mechanic, as it can more readily balance abilities in terms of combat.</p><p>However, if you want more simulation, it can break immersion. Why did a spell last longer in one encounter, but not this time, etc. It's a mechanic that is meant to be glossed over, but for a group of players trying to think as their character would (as opposed to as a player outside the game would), it kind of sticks out like a sore thumb.</p><p></p><p></p><p>This is the difference between saying:</p><p></p><p>- This ability lasts for 5 minutes, and requires X time of non-combat rest to recover and reuse.</p><p>vs</p><p>- This ability lasts until the end of the encounter and can be reused by the next encounter with a brief rest.</p><p></p><p>When building a world that "makes sense" with the game mechanics, the first one helps a lot more and breaks immersion less, because it's more clearly defined, and has more than just gamist balance in mind.</p></blockquote><p></p>
[QUOTE="Kaisoku, post: 4085989, member: 58447"] This is exactly what I see here as well. And it does happen with every edition. You can't play standard D&D rules (at nearly any edition) without it being Vancian-ish style, "per day" magic. Roleplaying your favorite wizard in a fantasy book that didn't emulate this style was impossible within the rules. Hence, the addition of spellpoint rules and reserve feats, etc. The rules are telling you what you can do in the game world. This can directly impact your roleplaying experience if you are wanting to do something other than what the rules say. It's not just about power level, it's about what can and can't be done in the game world. Only so much can be covered by flavour text. Now, my opinion is that 4e feels like it might be capable of getting closer to giving a more flexible set of rules to accommodate more concepts. Especially if the DMG provides help with rules altering and DM fiat. There can be fundemental immersion flaws that can get in the way though, depending on how much of a "living, breathing world" you intend to make. Per Encounter abilities are fine when it comes to a game mechanic, as it can more readily balance abilities in terms of combat. However, if you want more simulation, it can break immersion. Why did a spell last longer in one encounter, but not this time, etc. It's a mechanic that is meant to be glossed over, but for a group of players trying to think as their character would (as opposed to as a player outside the game would), it kind of sticks out like a sore thumb. This is the difference between saying: - This ability lasts for 5 minutes, and requires X time of non-combat rest to recover and reuse. vs - This ability lasts until the end of the encounter and can be reused by the next encounter with a brief rest. When building a world that "makes sense" with the game mechanics, the first one helps a lot more and breaks immersion less, because it's more clearly defined, and has more than just gamist balance in mind. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
4E: The day the game ate the roleplayer?
Top