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4E with 1E Feel: Does that appeal to you?
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<blockquote data-quote="Engilbrand" data-source="post: 4500628" data-attributes="member: 44184"><p>I haven't read most of the ideas in this thread. From what my players, Tom and Sarge, have said, 1st edition was very rules light. What can the character do? Well, whatever you can. The adventures were goofy and nutty and dangerous. It almost seems like people are confusing the "feel" of 1st edition with the "mechanics", or even the "feel of the mechanics".</p><p>Like I said, if I want an area to be strange, I can easily make it strange. Dark? Dangerous? Of course. Are they moving all over the map? Absolutely.</p><p>The reason that 3.5 didn't absolutely require a board was that you didn't need to know where anything was. "I'm in position to hit." For 4th edition, they use the board because it actually has gotten back to its roots. Its about moving yourself and your opponent. Reducing their abilities.</p><p>The "feel" seems to be the ability to make stuff up on the fly. I do that constantly. My players know that I don't plan. I plan the big stuff, the plot, but I don't plan anything that they're going to do during the game. I have a few ideas, but nothing is written down. They've actually been helping me to create the game without even realizing it. They make a comment or kill a certain guy, and I suddenly get inspriration for something. Major plots points happened last game, and I didn't devise them until we were actually talking about them.</p><p>They come from a high magic area. They know the reason that stuff happened to do what it did. Are there rules in the books for any of it? God no!. And I wouldn't want there to be. The more rules you have, the more that you feel that you need to follow them. The more ideas, the better. You want to give me a Monster Manual with interesting things and abilities, stats if you will. That's fine. But I don't need artificial rules to create a "feel". Those are mechanics. That's more crunch, less flavor.</p><p>It occurs to me that this is probably very disjointed. I've been doing parent-teacher conferences. The idea still holds, though. The feel can be done within the system as is. Anything else is just mechanics.</p></blockquote><p></p>
[QUOTE="Engilbrand, post: 4500628, member: 44184"] I haven't read most of the ideas in this thread. From what my players, Tom and Sarge, have said, 1st edition was very rules light. What can the character do? Well, whatever you can. The adventures were goofy and nutty and dangerous. It almost seems like people are confusing the "feel" of 1st edition with the "mechanics", or even the "feel of the mechanics". Like I said, if I want an area to be strange, I can easily make it strange. Dark? Dangerous? Of course. Are they moving all over the map? Absolutely. The reason that 3.5 didn't absolutely require a board was that you didn't need to know where anything was. "I'm in position to hit." For 4th edition, they use the board because it actually has gotten back to its roots. Its about moving yourself and your opponent. Reducing their abilities. The "feel" seems to be the ability to make stuff up on the fly. I do that constantly. My players know that I don't plan. I plan the big stuff, the plot, but I don't plan anything that they're going to do during the game. I have a few ideas, but nothing is written down. They've actually been helping me to create the game without even realizing it. They make a comment or kill a certain guy, and I suddenly get inspriration for something. Major plots points happened last game, and I didn't devise them until we were actually talking about them. They come from a high magic area. They know the reason that stuff happened to do what it did. Are there rules in the books for any of it? God no!. And I wouldn't want there to be. The more rules you have, the more that you feel that you need to follow them. The more ideas, the better. You want to give me a Monster Manual with interesting things and abilities, stats if you will. That's fine. But I don't need artificial rules to create a "feel". Those are mechanics. That's more crunch, less flavor. It occurs to me that this is probably very disjointed. I've been doing parent-teacher conferences. The idea still holds, though. The feel can be done within the system as is. Anything else is just mechanics. [/QUOTE]
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