ThirdWizard
First Post
Wulf Ratbane said:So you are, in fact, one of those DMs who insist that the dice must fall where they may, while at the same time demanding "tame dice."
Isn't that a good thing? Preferring the rules to stand on their own instead of needing to be fudged around to work? I can't imagine it not being a good thing.
But, more generally:
This seems to be partially a simulationist vs. gamist thing. The 3e version is more simulationist, while the 4e system is more gamist, like many of 4e's other aspects.
3e's system was good because it had more granulatiry between situations. The farmer example is one of granularity, where the rule looked palatable across a wide swath of the gaming world's events. You could see that criticals made sense in a wider array of situations than previously, and in the context of the world made for a good "world physics" for lack of a better term.
4e's system is good because it is clean and fast and deals with situations that will come up in game. It make a few eyebrows raise when it goes out of the typical combat situations 4e is built on, but the new math will mean that needing a 20 to hit should never come up anyway in game. Being gamist, it doesn't worry about simulating the farmer vs the heavily armed person, because that isn't going to be something happening in the course of a game.