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<blockquote data-quote="pemerton" data-source="post: 6323656" data-attributes="member: 42582"><p>I gather from this that you're not familiar with 4e's mechanics (and/or didn't read all of my post).</p><p></p><p>When you change the hit points of a 4e creature (eg elite to minion) you also change its level, and hence it AC and to hit bonus, and also the damage and other effects of its powers.</p><p></p><p>The changes are not redundant and unnecessary. They are fundamental to the play of the game, for those who actually are playing it. For instance, it is the 4e treatment of creature level, AC, to hit, hp etc that made it feasible for me to render a hobgoblin army as a series of phalanxes (ie swarms) and thereby run dramatic encounters between the PCs and said army. That can't be done in Rolemaster in any practical fashion, and I know from experience is boring, not dramatic, to resolve in AD&D.</p><p></p><p>I assume by "mechanics" of the gameworld you mean the same thing as "natural laws". Of course whether natural laws <em>cause</em> things to happen, or rather are generalisations of what happens, is a vexed question (see eg David Armstrong vs David Hume).</p><p></p><p>But whatever exactly those natural laws are, I very much doubt they include such rules as "Roll a die", "Change a tally on a record sheet", etc, which is what game mechanics look like. Game mechanics can, perhaps, model such laws (though even Rolemaster and Runequest, the most simulationionst FRPGs I know, don't aspire very strongly to that - they want to simulate processes, not the laws that one would use to characterise those processes), but they can't be identical with such laws.</p></blockquote><p></p>
[QUOTE="pemerton, post: 6323656, member: 42582"] I gather from this that you're not familiar with 4e's mechanics (and/or didn't read all of my post). When you change the hit points of a 4e creature (eg elite to minion) you also change its level, and hence it AC and to hit bonus, and also the damage and other effects of its powers. The changes are not redundant and unnecessary. They are fundamental to the play of the game, for those who actually are playing it. For instance, it is the 4e treatment of creature level, AC, to hit, hp etc that made it feasible for me to render a hobgoblin army as a series of phalanxes (ie swarms) and thereby run dramatic encounters between the PCs and said army. That can't be done in Rolemaster in any practical fashion, and I know from experience is boring, not dramatic, to resolve in AD&D. I assume by "mechanics" of the gameworld you mean the same thing as "natural laws". Of course whether natural laws [I]cause[/I] things to happen, or rather are generalisations of what happens, is a vexed question (see eg David Armstrong vs David Hume). But whatever exactly those natural laws are, I very much doubt they include such rules as "Roll a die", "Change a tally on a record sheet", etc, which is what game mechanics look like. Game mechanics can, perhaps, model such laws (though even Rolemaster and Runequest, the most simulationionst FRPGs I know, don't aspire very strongly to that - they want to simulate processes, not the laws that one would use to characterise those processes), but they can't be identical with such laws. [/QUOTE]
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