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Are Essentials more old school or just a clever marketing ploy?
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<blockquote data-quote="Scribble" data-source="post: 5360513" data-attributes="member: 23977"><p>It's the way it's built; there are two systems kind of. </p><p></p><p>One is the system that everyone needs to know- Those are the rules that can fit in a small amount of pages, and are very basic. </p><p></p><p>They govern all basic actions, and are easily adapted to cover situations not accounted for. (AKA Improv)</p><p></p><p>The other rules layer on top, and only interact in small self contained ways. They're the exceptions that people who have them can put into play.</p><p></p><p>Those are the larger portion of rules that would not fit in a small amount of pages, but also don't need to be known by everyone, or even potentially known by everyone. </p><p></p><p>They don't even need to be known about/found in order to achieve a certain effect. </p><p></p><p>In fact two people might be doing a similar thing in 4e but have different rules to do it. Neither of them has to know how the other one does it, only witness the outcome.</p><p></p><p>Someone can even achieve the same effects using improv.</p><p></p><p>The exceptions simply give the user a sort of "known element" to base his actions on.</p><p></p><p></p><p>3e on the other hand tried to make rules consistent across the board. Once a rule came into play it was essentially considered to be the rule to handle that concept. If you liked the idea of consistency across actions this was great- but also had the net effect of increasing the size of the rules that the player needed to know/account for.</p></blockquote><p></p>
[QUOTE="Scribble, post: 5360513, member: 23977"] It's the way it's built; there are two systems kind of. One is the system that everyone needs to know- Those are the rules that can fit in a small amount of pages, and are very basic. They govern all basic actions, and are easily adapted to cover situations not accounted for. (AKA Improv) The other rules layer on top, and only interact in small self contained ways. They're the exceptions that people who have them can put into play. Those are the larger portion of rules that would not fit in a small amount of pages, but also don't need to be known by everyone, or even potentially known by everyone. They don't even need to be known about/found in order to achieve a certain effect. In fact two people might be doing a similar thing in 4e but have different rules to do it. Neither of them has to know how the other one does it, only witness the outcome. Someone can even achieve the same effects using improv. The exceptions simply give the user a sort of "known element" to base his actions on. 3e on the other hand tried to make rules consistent across the board. Once a rule came into play it was essentially considered to be the rule to handle that concept. If you liked the idea of consistency across actions this was great- but also had the net effect of increasing the size of the rules that the player needed to know/account for. [/QUOTE]
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