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A reason why 4E is not as popular as it could have been
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<blockquote data-quote="Herremann the Wise" data-source="post: 5457100" data-attributes="member: 11300"><p>Hello ProfessorCirno,</p><p></p><p>Firstly, good post, well-made points and a very interesting world to boot.</p><p>Secondly, just a few thoughts:</p><p></p><p></p><p></p><p>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.</p><p>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.</p><p></p><p></p><p>You need to bash 3E around to make it cost something but it can be done.</p><p></p><p>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.</p><p></p><p>IF you want to follow the rules directly which perhaps is the first thing you don't do when crafting a homebrew.</p><p></p><p>And more power to you. It works for some and obviously not for others.</p><p></p><p></p><p></p><p>Perhaps a sidenote.</p><p></p><p>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.</p><p></p><p>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).</p><p></p><p>Best Regards</p><p>Herremann the Wise</p></blockquote><p></p>
[QUOTE="Herremann the Wise, post: 5457100, member: 11300"] Hello ProfessorCirno, 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. 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. 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. IF you want to follow the rules directly which perhaps is the first thing you don't do when crafting a homebrew. And more power to you. It works for some and obviously not for others. 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 [/QUOTE]
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