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[D&D Design Discussion] Preserving the "Sweet Spot"
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<blockquote data-quote="Mark CMG" data-source="post: 2986159" data-attributes="member: 10479"><p>Two thoughts, please.</p><p></p><p>One being that there are a great number of players (DMs included) that don't look at RPGing as a "story" per se. I like to think that I am more of a story-wrangler, myself, in that when all is said and done, what has ultimately unfolded is a tale of sorts. But a lot of gamers really do play the game as a series of unending challenges that get progressively tougher (mathematically) and simply gathering resources to face them is the goal (including "life-restoring" magic). If part of the goal with 4E (and I know we aren't specifcally discussing that here but I think it is germane) is to attract more of those types of players (away from their computer-based games), then I think we will see more of that sort of design.</p><p></p><p></p><p>The second thought I am prompted to make by your reply is to build a once per year and once per character clause into the spell. To wit, no character's body and mind can take being yanked back from the void more than once in their lifetime and no caster can do the yanking (sorry Eric's Grandma <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /> ) from the void more than once in a certain time period, say a year as an example. But, again, I'm more for these things being setting contingent. I like the idea of the rules being less specific and allowing the setting to place further parameters.</p></blockquote><p></p>
[QUOTE="Mark CMG, post: 2986159, member: 10479"] Two thoughts, please. One being that there are a great number of players (DMs included) that don't look at RPGing as a "story" per se. I like to think that I am more of a story-wrangler, myself, in that when all is said and done, what has ultimately unfolded is a tale of sorts. But a lot of gamers really do play the game as a series of unending challenges that get progressively tougher (mathematically) and simply gathering resources to face them is the goal (including "life-restoring" magic). If part of the goal with 4E (and I know we aren't specifcally discussing that here but I think it is germane) is to attract more of those types of players (away from their computer-based games), then I think we will see more of that sort of design. The second thought I am prompted to make by your reply is to build a once per year and once per character clause into the spell. To wit, no character's body and mind can take being yanked back from the void more than once in their lifetime and no caster can do the yanking (sorry Eric's Grandma ;) ) from the void more than once in a certain time period, say a year as an example. But, again, I'm more for these things being setting contingent. I like the idea of the rules being less specific and allowing the setting to place further parameters. [/QUOTE]
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