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*Dungeons & Dragons
"Charge Up" Mechanic: A problem for D&D
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<blockquote data-quote="Sunseeker" data-source="post: 6945829"><p>Sure, it would just be quite the different take on classes. You would be expected to be unable to do cool things at first, while most classes are able to do cool things right away, but may not be able to do so later. It's functionality would depend heavily on the party's control of the adventuring day because if you were designed to be unable to do cool things right away and the party didn't do a "full adventuring day" or experienced very few long fights, you would still be unable to do anything cool at the <em>end</em> of the day. Buuuuuuuut that'd why I added those features in my little mess above to let the "Rage Fighter" burn their candle extra bright if a shorter adventuring day is to be expected.</p><p></p><p></p><p></p><p>Oh please, this is patently false dichotomy. Almost all of the "video game mechanics" stem from D&D to begin with. D&D has <em>plenty</em> of video-game mechanics in it already because it basically invented what we consider "video game mechanics". The only difference 4E made was that those mechanics were more obvious since the crunch had been split off from the fluff. There is no argument you can produce to demonstrate there is a functional difference between D&D mechanics and "video game mechanics" and I'm going to be honest: I'm not interested in seeing your attempts to manufacture one.</p><p></p><p>And yes, that <em>is</em> what he said. That's what <em>anyone</em> is saying when they start talking about how the fighter can't do X, Y or Z because IRL reasons.</p></blockquote><p></p>
[QUOTE="Sunseeker, post: 6945829"] Sure, it would just be quite the different take on classes. You would be expected to be unable to do cool things at first, while most classes are able to do cool things right away, but may not be able to do so later. It's functionality would depend heavily on the party's control of the adventuring day because if you were designed to be unable to do cool things right away and the party didn't do a "full adventuring day" or experienced very few long fights, you would still be unable to do anything cool at the [I]end[/I] of the day. Buuuuuuuut that'd why I added those features in my little mess above to let the "Rage Fighter" burn their candle extra bright if a shorter adventuring day is to be expected. Oh please, this is patently false dichotomy. Almost all of the "video game mechanics" stem from D&D to begin with. D&D has [I]plenty[/I] of video-game mechanics in it already because it basically invented what we consider "video game mechanics". The only difference 4E made was that those mechanics were more obvious since the crunch had been split off from the fluff. There is no argument you can produce to demonstrate there is a functional difference between D&D mechanics and "video game mechanics" and I'm going to be honest: I'm not interested in seeing your attempts to manufacture one. And yes, that [I]is[/I] what he said. That's what [I]anyone[/I] is saying when they start talking about how the fighter can't do X, Y or Z because IRL reasons. [/QUOTE]
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Community
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"Charge Up" Mechanic: A problem for D&D
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