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<blockquote data-quote="Neonchameleon" data-source="post: 6009647" data-attributes="member: 87792"><p>Calling 4e as a product offensive is pure edition warring that adds nothing constructive to the discussion.</p><p> </p><p></p><p> </p><p>You say that. But flexibility is in direct conflict with creativity. The "I win" button is the most flexible thing you can possibly have - and renders creativity <em>pointless</em>. Creativity comes into its own only when you have limits and challenges.</p><p> </p><p>Sure, flexibility is in conflict with balance. But creativity isn't. Creativity and balance support each other.</p><p> </p><p></p><p> </p><p>And most of the rest has been for a level of balance and polishing that no other tabletop RPG has ever touched.</p><p> </p><p></p><p> </p><p>The amusing thing is that so many of them are spectacularly <em>wrong</em>. Especially the weapon speed factors. A dagger is basically the slowest balanced weapon there is. In order to move the point of a dagger three feet you need to move your entire arm about two and a half feet. To move the point of a halberd <em>six</em> feet you need to move your hands about six inches.</p><p> </p><p>Reverse the weapon speed factors and you get somewhere closer to realism.</p><p> </p><p></p><p> </p><p>Skill Challenges. Get the premises and stakes sorted, and run the resolution as a skill challenge, keeping matters behind the scenes. It works (at least once they fixed the things - I'm not defending the initial <em>implementation</em>).</p><p> </p><p></p><p> </p><p>Skill checks are task resolution. Skill challenges tie them into scene resolution in a much more narrativist manner.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 6009647, member: 87792"] Calling 4e as a product offensive is pure edition warring that adds nothing constructive to the discussion. You say that. But flexibility is in direct conflict with creativity. The "I win" button is the most flexible thing you can possibly have - and renders creativity [I]pointless[/I]. Creativity comes into its own only when you have limits and challenges. Sure, flexibility is in conflict with balance. But creativity isn't. Creativity and balance support each other. And most of the rest has been for a level of balance and polishing that no other tabletop RPG has ever touched. The amusing thing is that so many of them are spectacularly [I]wrong[/I]. Especially the weapon speed factors. A dagger is basically the slowest balanced weapon there is. In order to move the point of a dagger three feet you need to move your entire arm about two and a half feet. To move the point of a halberd [I]six[/I] feet you need to move your hands about six inches. Reverse the weapon speed factors and you get somewhere closer to realism. Skill Challenges. Get the premises and stakes sorted, and run the resolution as a skill challenge, keeping matters behind the scenes. It works (at least once they fixed the things - I'm not defending the initial [I]implementation[/I]). Skill checks are task resolution. Skill challenges tie them into scene resolution in a much more narrativist manner. [/QUOTE]
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