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A Wrought Iron Fence Made of Tigers
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<blockquote data-quote="I'm A Banana" data-source="post: 4479527" data-attributes="member: 2067"><p>Right, one my points is that I'm not a big fan of "generic mechanics." The reason I'm not a big fan of generic mechanics is because they do nothing to help me tell a story -- they are generic.</p><p></p><p>4e's siloing makes mechanics more generic. The flavor text has virtually nothing to do with the actual in-game effect. Likewise, any description of the effect has nothing to do with the rules.</p><p></p><p>For me, this is a Bad Thing. I think they should reinforce each other to generate a specific experience. This would make the game More Fun For Me.</p><p></p><p>The advantage, of course, is that they don't get in the way when you're trying to wrap your own thread around it. The problem with that is that if I want to just wrap up my own story, I will go write a story (collaborating with friends if I want to!). I want the game to help me tell a story, not just to get out of the way of the story....</p><p></p><p>Consider the paladin's cure disease ability in previous editions. It is utterly useless in combat, and shouldn't be used to balance the combat power of the class. I'm not claiming that this particular ability was perfect or implemented well or balanced amongst all the characters by any stretch, but it did help me to tell a story. My paladin player can help bring an end to the plague that is menacing the Easterlands. Or they can go head-to-head against the vile cult that is poisoning the sewers and bringing illness to the people. The rules (paladins get cure disease!) helps me to tell a story (if there's a disease around, my paladin will help fight it, so if there's a paladin in my group, maybe I should use a disease at some point!). </p><p></p><p></p><p></p><p>If you get specific, I'll edit my post, but I don't actually have any venom for 4e. I'm not a big fan of it, and I'm trying to explore why that is, but I don't begrudge the choices that were made.</p><p></p><p>So any venom you detect isn't coming from me. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p><p></p><p></p><p></p><p>They didn't. But 4e expressly made the silos between the mechanics and the flavor deeper; they have less of an effect on each other. I'm finding that I <strong>like it</strong> when these things affect each other, and I'm following out that idea.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 4479527, member: 2067"] Right, one my points is that I'm not a big fan of "generic mechanics." The reason I'm not a big fan of generic mechanics is because they do nothing to help me tell a story -- they are generic. 4e's siloing makes mechanics more generic. The flavor text has virtually nothing to do with the actual in-game effect. Likewise, any description of the effect has nothing to do with the rules. For me, this is a Bad Thing. I think they should reinforce each other to generate a specific experience. This would make the game More Fun For Me. The advantage, of course, is that they don't get in the way when you're trying to wrap your own thread around it. The problem with that is that if I want to just wrap up my own story, I will go write a story (collaborating with friends if I want to!). I want the game to help me tell a story, not just to get out of the way of the story.... Consider the paladin's cure disease ability in previous editions. It is utterly useless in combat, and shouldn't be used to balance the combat power of the class. I'm not claiming that this particular ability was perfect or implemented well or balanced amongst all the characters by any stretch, but it did help me to tell a story. My paladin player can help bring an end to the plague that is menacing the Easterlands. Or they can go head-to-head against the vile cult that is poisoning the sewers and bringing illness to the people. The rules (paladins get cure disease!) helps me to tell a story (if there's a disease around, my paladin will help fight it, so if there's a paladin in my group, maybe I should use a disease at some point!). If you get specific, I'll edit my post, but I don't actually have any venom for 4e. I'm not a big fan of it, and I'm trying to explore why that is, but I don't begrudge the choices that were made. So any venom you detect isn't coming from me. :p They didn't. But 4e expressly made the silos between the mechanics and the flavor deeper; they have less of an effect on each other. I'm finding that I [B]like it[/B] when these things affect each other, and I'm following out that idea. [/QUOTE]
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