Herremann the Wise
First Post
Hello ProfessorCirno,
Firstly, good post, well-made points and a very interesting world to boot.
Secondly, just a few thoughts:
Talking to God abilities might be a little over-rated as well. He "says" he talks to God but it's all in his head (maybe or maybe not). Links that faith angle in which I think can be cool to play around with. Except maybe the Dark Gods have their powers manifest more obviously than the good ones... perhaps.
Perhaps a sidenote.
When I think of "simulation", I think of mechanics and how well the flavour meshes with the mechanics, in other words how well the mechanics tell a story about the flavour of the something they represent. The mechanics simulate the features and physics of the world so that if "someone" does "something", the result will be predictable (or not if the DM wants to come up with a twist - which will eventually make mechanical sense and enrich the world in the process). The mechanics help inform your knowledge and perspective upon the world they craft. To my mind 3E does this exceedingly well where as 4E tells it to get back in its black box and shut up.
As you point out though, when world-building 4E lets you craft what you want where as 3E makes you account for it (and as you point out most times unsuccessfully).
Best Regards
Herremann the Wise
Firstly, good post, well-made points and a very interesting world to boot.
Secondly, just a few thoughts:
Magic and Talking to God are only as powerful as you let them be. I've always liked the "Mages deal with things that they shouldn't" trope. If magic becomes dangerous to perform (because some devil is about to steal your soul or the locals with the pitchforks are going to hunt you down etc.) then you can put a cap on the influence magic actually has upon your world while making it mysterious and something interesting to play around with.See, every time in 3e I wanted to make a cool homebrew setting, I came across the same problem.
Magic.
Magic destroys the simulation. Completely. It destroys the world. How do you handle a class that can literally talk to God in your world?
Talking to God abilities might be a little over-rated as well. He "says" he talks to God but it's all in his head (maybe or maybe not). Links that faith angle in which I think can be cool to play around with. Except maybe the Dark Gods have their powers manifest more obviously than the good ones... perhaps.
You need to bash 3E around to make it cost something but it can be done.How do you deal with a wizard who can create perpetual energy on whim?
Does he? Perhaps there is drought there for a reason and something that a Druid would not think of tampering with. Druids to me can be "unhelpful" in fulfilling the requests of a "civilized" population who have no idea of the patterns of nature. They dance to their own tune so to speak.A druid that ends the very concept of drought?
IF you want to follow the rules directly which perhaps is the first thing you don't do when crafting a homebrew.And if I want to follow the rules directly, every "cool thing" I want needs to be do-able by PCs, needs to be statted out, and needs to be magical.
And more power to you. It works for some and obviously not for others.So yeah, I very solidly denounce the idea that 4e is bad for world building. 4e is amazing at world building because now I don't have to constantly worry about "someone has a spell" ruining everything. And it "simulates" the feel and genres and styles I want perfectly.
D&D has never simulated a world. Never. It never tried to. It never wanted to. This whole "simulationism" thing is bizarro and jumped out of nowhere in 3e - I never saw nor heard of anything like it once before.
The heart of D&D was never to explore and experience Medieval Europe as if it also had mages walking around I guess even though they for whatever reason don't radically alter the universe. It was to take a genre or a style you like and simulate that. In the oldest editions it was "Hey, you like Conan? In D&D you can throw a throne at an evil wizard and then steal all the gold and run away as fast as you can!" In 2e it was "Hey, you like Lord of the Rings? In D&D you can be a semi-useless thief that takes orders from an epic level wizard that doesn't just solve anything because I dunno, screw you!" And in 3e it was "Hey, do you have any cocked out, bizarre, mishmash fantasy idea? Multiclaaaaaaaaass!"
And 4e doesn't change that. You're still Conan and a hobbit and medieval fantasy Bruce Willis, roleplaying out being Conan and a hobbit and medieval fantasy Bruce Willis. The world and setting make just as much sense as they always have: None.
Perhaps a sidenote.
When I think of "simulation", I think of mechanics and how well the flavour meshes with the mechanics, in other words how well the mechanics tell a story about the flavour of the something they represent. The mechanics simulate the features and physics of the world so that if "someone" does "something", the result will be predictable (or not if the DM wants to come up with a twist - which will eventually make mechanical sense and enrich the world in the process). The mechanics help inform your knowledge and perspective upon the world they craft. To my mind 3E does this exceedingly well where as 4E tells it to get back in its black box and shut up.
As you point out though, when world-building 4E lets you craft what you want where as 3E makes you account for it (and as you point out most times unsuccessfully).
Best Regards
Herremann the Wise