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Blog post on the feel of D&D (marmell, reynolds et all)
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<blockquote data-quote="Lacyon" data-source="post: 4142786" data-attributes="member: 63046"><p>How many times per day do your games tend to feature a chandelier, fireplace, and thug positioned just so?</p><p></p><p></p><p></p><p>Seems doubtful, for a couple of reasons: complex stunts use the exact same mechanics (X attack vs. Y defense) as simple ones, but they're <em>complex</em>. They're generally only possible if the situation's been set up to make them possible anyway - in other words, the DM put that thug, chandelier, and fireplace there <em>specifically so that shoving his sorry butt in the oven was a possibility</em>.</p><p></p><p>Meanwhile <em>simple</em> actions not covered by the rules are likely to be strictly worse than their counterpart powers. Speculation: The trip power you refer to earlier is likely to deal damage as well as knocking someone prone, just as Tide of Iron inflicts damage as well as pushing someone back. Your basic, untrained, knock-someone-on-his-ass attempt could be pretty easily resolved as a Str-vs-Ref or Str-vs-Fort, and it still won't be as good as the per-encounter, trained-only power. (You still have the possibility that it's too good because knocking someone prone is too good - I hope that they give us some good guidelines on the relative potency of various status effects and roughly how to penalize attempts to inflict them).</p><p></p><p></p><p></p><p>I'm not seeing the constraints. I'm not seeing designed by committee or controlled by marketing (well, the <em>flow of information</em> definitely seems to be controlled by marketing, but that's at least part of what marketing is <em>about</em>). I'm not even seeing the stripping out of mechanics.</p><p></p><p>The thing as a whole is precisely what grabs me, though I confess I'm filling in a lot of the blanks myself at this point.</p><p></p><p>I know some people will look at that last sentence and say that I shouldn't be praising what I haven't seen of the rules. They're wrong. It's precisely because so many of the blanks are so easy to fill in that I can be reasonably certain of having a fun game even if the game designers decide not to do that work for me in every case (or even if they get it wrong in some cases).</p></blockquote><p></p>
[QUOTE="Lacyon, post: 4142786, member: 63046"] How many times per day do your games tend to feature a chandelier, fireplace, and thug positioned just so? Seems doubtful, for a couple of reasons: complex stunts use the exact same mechanics (X attack vs. Y defense) as simple ones, but they're [I]complex[/I]. They're generally only possible if the situation's been set up to make them possible anyway - in other words, the DM put that thug, chandelier, and fireplace there [I]specifically so that shoving his sorry butt in the oven was a possibility[/I]. Meanwhile [I]simple[/I] actions not covered by the rules are likely to be strictly worse than their counterpart powers. Speculation: The trip power you refer to earlier is likely to deal damage as well as knocking someone prone, just as Tide of Iron inflicts damage as well as pushing someone back. Your basic, untrained, knock-someone-on-his-ass attempt could be pretty easily resolved as a Str-vs-Ref or Str-vs-Fort, and it still won't be as good as the per-encounter, trained-only power. (You still have the possibility that it's too good because knocking someone prone is too good - I hope that they give us some good guidelines on the relative potency of various status effects and roughly how to penalize attempts to inflict them). I'm not seeing the constraints. I'm not seeing designed by committee or controlled by marketing (well, the [I]flow of information[/I] definitely seems to be controlled by marketing, but that's at least part of what marketing is [I]about[/I]). I'm not even seeing the stripping out of mechanics. The thing as a whole is precisely what grabs me, though I confess I'm filling in a lot of the blanks myself at this point. I know some people will look at that last sentence and say that I shouldn't be praising what I haven't seen of the rules. They're wrong. It's precisely because so many of the blanks are so easy to fill in that I can be reasonably certain of having a fun game even if the game designers decide not to do that work for me in every case (or even if they get it wrong in some cases). [/QUOTE]
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Blog post on the feel of D&D (marmell, reynolds et all)
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