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Blog Post by Robert J. Schwalb
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<blockquote data-quote="pemerton" data-source="post: 6327449" data-attributes="member: 42582"><p>My game is. Hence my desire for a system with robust conflict-resolution mechanics.</p><p></p><p>I don't see why you use the word "spinning". There is nothing deceptive in my characterisation of combat, and of most interaction, in my game as "conflict".</p><p></p><p>If peope want to play an exploration-focused game, I have no idea why they would even give 4e a second look. It's obvious, and was obvious from the previews before it was even published, that it is not an exploration-oriented game.</p><p></p><p>(3E I can't comment on. I don't know it well enough.)</p><p></p><p>Schwalb makes claims about the heart an soul of the game. From the closing paragraph of his blog, which you posted in the OP and with which you expressed agreement:</p><p></p><p style="margin-left: 20px">I believe this game preserves just enough of the customization elements that defined the 3rd and 4th Editions to be recognizable to newer members of the audience, while having reclaimed the heart of the game from the earliest editions and put it back where it belongs.</p><p></p><p>That sentence implies that 3E and 4e had abandoned the heart of the game. Stating that "I do not believe there is a right way or a wrong way to play this game" doesn't change the implication.</p><p></p><p>This still is not very clear to me. For instance, a monster is standing next to a cliff. A player decides to have his/her PC push the monster over the edge. How is this "mathematical"? Why is it less mathematical in AD&D than in 4e (one uses the overbearing rules, the other the forced movement rules)?</p><p></p><p>Why is rolling to hit in 4e not creative, but making a STR check in classic D&D creative?</p><p></p><p>And stepping back a bit - the claim that the rules are a crutch is bizarre to me. A crutch for what? There are adjectives that might describe a game where all resolution is dependent on GM discretion, but I don't see why "creative" is particularly apt. The implication of your comment is that games where there is no going outside the rules (Fate, MHRP, HeroWars/Quest) of necessity can't involve creativity.</p><p></p><p>As I said, I'm not following.</p></blockquote><p></p>
[QUOTE="pemerton, post: 6327449, member: 42582"] My game is. Hence my desire for a system with robust conflict-resolution mechanics. I don't see why you use the word "spinning". There is nothing deceptive in my characterisation of combat, and of most interaction, in my game as "conflict". If peope want to play an exploration-focused game, I have no idea why they would even give 4e a second look. It's obvious, and was obvious from the previews before it was even published, that it is not an exploration-oriented game. (3E I can't comment on. I don't know it well enough.) Schwalb makes claims about the heart an soul of the game. From the closing paragraph of his blog, which you posted in the OP and with which you expressed agreement: [indent]I believe this game preserves just enough of the customization elements that defined the 3rd and 4th Editions to be recognizable to newer members of the audience, while having reclaimed the heart of the game from the earliest editions and put it back where it belongs.[/indent] That sentence implies that 3E and 4e had abandoned the heart of the game. Stating that "I do not believe there is a right way or a wrong way to play this game" doesn't change the implication. This still is not very clear to me. For instance, a monster is standing next to a cliff. A player decides to have his/her PC push the monster over the edge. How is this "mathematical"? Why is it less mathematical in AD&D than in 4e (one uses the overbearing rules, the other the forced movement rules)? Why is rolling to hit in 4e not creative, but making a STR check in classic D&D creative? And stepping back a bit - the claim that the rules are a crutch is bizarre to me. A crutch for what? There are adjectives that might describe a game where all resolution is dependent on GM discretion, but I don't see why "creative" is particularly apt. The implication of your comment is that games where there is no going outside the rules (Fate, MHRP, HeroWars/Quest) of necessity can't involve creativity. As I said, I'm not following. [/QUOTE]
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