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D&D Combat is fictionless
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<blockquote data-quote="Lyxen" data-source="post: 8403691" data-attributes="member: 7032025"><p>Huh, no, because it's cumbersome, and slow, for one, to go and consult tables and remember where they are. Second, it does not give more guidance, it gives exactly the same level of guidance, which is totally up to the DM's adjudication as to whether something is easy, moderate of hard, it's just that rather that having something easy that works in all circumstances like Adv/Dis, it has to spread it by level where this does not matter in the slightest in the end because everything important scales with level.</p><p></p><p>So, overall, it's way more complex and slow to resolve for exactly ZERO additional benefit, in 5e I can give Adv/Dis in a flash and resolve the situation with exactly as most guidance and no more technical impact on the overall game.</p><p></p><p>You might be a 4e guru, but we played it for at least 5 years and ended up being thoroughly disappointed with the rigidity of the system and in particular its total inability to model D&D Fantasy worlds like all the previous editions had allowed us to dream of. It's a simple fact for our tables that story/fiction totally stopped as soon as we rolled initiative because we had to settle on a grid and resolve push/pulls/move like playing chess until combat was over.</p><p></p><p>And in particular, without drifting into edition wars and coming back to the subject of this thread, everything in combat was totally artificial starting with the grid and the powers that were indeed precise as long as you admitted that you did not move at the same speed if you were moving SE as if you were moving N, that FireBALLS were actually cubical and that fiction and stories were totally subordinate to the gaming system.</p><p></p><p>I totally admit that it was by far the most perfect of the gaming systems ever produced for D&D (as long as you limited your D&D play to what 4e could model), but it totally forced you to become a gamist at the expense of the story and the fiction and the total loss (in our cases) of the Suspension of Disbelief due to the effects above amongst many others.</p><p></p><p>You might call it that having your cake and eating it too, I have no problem with that if it's what you are looking for, but it's not what our tables are looking for at all especially when we want fiction to be (as) seamless (as possible) between social/exploration and combat, like it is in all stories of the genre.</p></blockquote><p></p>
[QUOTE="Lyxen, post: 8403691, member: 7032025"] Huh, no, because it's cumbersome, and slow, for one, to go and consult tables and remember where they are. Second, it does not give more guidance, it gives exactly the same level of guidance, which is totally up to the DM's adjudication as to whether something is easy, moderate of hard, it's just that rather that having something easy that works in all circumstances like Adv/Dis, it has to spread it by level where this does not matter in the slightest in the end because everything important scales with level. So, overall, it's way more complex and slow to resolve for exactly ZERO additional benefit, in 5e I can give Adv/Dis in a flash and resolve the situation with exactly as most guidance and no more technical impact on the overall game. You might be a 4e guru, but we played it for at least 5 years and ended up being thoroughly disappointed with the rigidity of the system and in particular its total inability to model D&D Fantasy worlds like all the previous editions had allowed us to dream of. It's a simple fact for our tables that story/fiction totally stopped as soon as we rolled initiative because we had to settle on a grid and resolve push/pulls/move like playing chess until combat was over. And in particular, without drifting into edition wars and coming back to the subject of this thread, everything in combat was totally artificial starting with the grid and the powers that were indeed precise as long as you admitted that you did not move at the same speed if you were moving SE as if you were moving N, that FireBALLS were actually cubical and that fiction and stories were totally subordinate to the gaming system. I totally admit that it was by far the most perfect of the gaming systems ever produced for D&D (as long as you limited your D&D play to what 4e could model), but it totally forced you to become a gamist at the expense of the story and the fiction and the total loss (in our cases) of the Suspension of Disbelief due to the effects above amongst many others. You might call it that having your cake and eating it too, I have no problem with that if it's what you are looking for, but it's not what our tables are looking for at all especially when we want fiction to be (as) seamless (as possible) between social/exploration and combat, like it is in all stories of the genre. [/QUOTE]
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