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Design & Development: Warlord Article UP!
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<blockquote data-quote="Majoru Oakheart" data-source="post: 4110642" data-attributes="member: 5143"><p>I look for different sort of entertainment from different areas of D&D. If I'm talking with NPCs, I'm looking for entertaining dialog and a chance to test my wit against theirs. If I'm trying to fight a battle, I expect a fun, interesting, dynamic battle game.</p><p></p><p>D&D pretty much always has been a storyline that is interrupted periodically in order to play a board game in order to determine the results of a combat. During combat, I don't consider anything to be metagaming. It is purely a set of rules used to determine the outcome of an unknown situation.</p><p></p><p>Besides, I'm rather missing the point where anything about this is metagaming. As I said in another thread, 95% of all metagaming COULD have been roleplaying. It's all in how you phrase it:</p><p></p><p>"Quickly, when I hit it, circle around behind it. It can't hit us both if we're on opposite sides."</p><p>vs</p><p>"I activate my power, I hit for 15 damage. I can shift you one square. I'll move you towards the flank. On your turn, you can shift into flanking before attacking."</p><p></p><p>Just cause the rules let you do something that is described in a game mechanical way doesn't mean it is metagaming to use them. In fact, it's often clearer to describe something in terms of game mechanics instead of in role playing speech. Which is why those who showed up at DDXP might have noticed all DMs telling the players "The creature is now bloodied" instead of "It looks hurt" and "It is stunned" vs "It took a hard blow to the head". It doesn't do the players a service to give the players incomplete or ambiguous information when they might have abilities that can only be used on stunned or bloodied creatures.</p><p></p><p>The game mechanics are supposed to wrap all the complexities of the couple hundred different movements, feints, shifts, facial expressions, near missed, and the like of combat into simple, easy to understand packages for us humans to understand and play a fun game with in less than 2 days. It is easier for them to do their job if they are described as "Shift an ally 2 squares" than it is if it said "One creature, designated by you can move an extra 10 feet of movement during its next turn. This movement doesn't provoke AOO, however, any move after the 10 feet does." Plus, moving a creature on its turn is a whole lot less tactically useful than being able to react in the middle of battle to changing tactics.</p></blockquote><p></p>
[QUOTE="Majoru Oakheart, post: 4110642, member: 5143"] I look for different sort of entertainment from different areas of D&D. If I'm talking with NPCs, I'm looking for entertaining dialog and a chance to test my wit against theirs. If I'm trying to fight a battle, I expect a fun, interesting, dynamic battle game. D&D pretty much always has been a storyline that is interrupted periodically in order to play a board game in order to determine the results of a combat. During combat, I don't consider anything to be metagaming. It is purely a set of rules used to determine the outcome of an unknown situation. Besides, I'm rather missing the point where anything about this is metagaming. As I said in another thread, 95% of all metagaming COULD have been roleplaying. It's all in how you phrase it: "Quickly, when I hit it, circle around behind it. It can't hit us both if we're on opposite sides." vs "I activate my power, I hit for 15 damage. I can shift you one square. I'll move you towards the flank. On your turn, you can shift into flanking before attacking." Just cause the rules let you do something that is described in a game mechanical way doesn't mean it is metagaming to use them. In fact, it's often clearer to describe something in terms of game mechanics instead of in role playing speech. Which is why those who showed up at DDXP might have noticed all DMs telling the players "The creature is now bloodied" instead of "It looks hurt" and "It is stunned" vs "It took a hard blow to the head". It doesn't do the players a service to give the players incomplete or ambiguous information when they might have abilities that can only be used on stunned or bloodied creatures. The game mechanics are supposed to wrap all the complexities of the couple hundred different movements, feints, shifts, facial expressions, near missed, and the like of combat into simple, easy to understand packages for us humans to understand and play a fun game with in less than 2 days. It is easier for them to do their job if they are described as "Shift an ally 2 squares" than it is if it said "One creature, designated by you can move an extra 10 feet of movement during its next turn. This movement doesn't provoke AOO, however, any move after the 10 feet does." Plus, moving a creature on its turn is a whole lot less tactically useful than being able to react in the middle of battle to changing tactics. [/QUOTE]
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