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Did WotC underestimate the Paizo effect on 4E?
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<blockquote data-quote="ProfessorCirno" data-source="post: 5442967" data-attributes="member: 65637"><p>How about this to answer things.</p><p></p><p>You feel that the game should translate directly the monster from the story (nevermind that it, well, doesn't). If the medusa sees you, you turn to stone, end of that. The importance is in directly simulating the monster as close as you can to the story itself.</p><p></p><p>I feel that the game should <em>localize</em> the monster. What I'm more interested is in simulating the narrative focus of the story. The hero doesn't succeed because he makes his saving throw or because the dice are "against him," he succeeds because he trusts the gods, he has bravery, and because he's the protagonist.</p><p></p><p>For your style of gameplay, SoDs are, as in your own words, adequete. They don't quite add up to the whole "If she sees you, you are stone, period." But, they roughly get the job done. SSSoD for this style is bad, because it creates another layer between a direct translation of the monster and the game.</p><p></p><p>For my style of gameplay, SSSoDs work fantastically, The narrative of the story flows and tension heightens as the failed saves comes up - and I'm sorry, but if you think the first two saves are utterly unimportant and ignorable, you're speaking from ignorance. Being slowed for many classes is terrible, and being immobilized for just about every class is horrifying. For me, SoDs ruin this - too much importance is placed on a single dice roll, too much power is out of the players' hands, when the <em>narrative</em> should be about them bravely facing an evil and scary monster, not praying to be lucky.</p><p></p><p>To use a non-D&D example, if you're playing a Star Trek game and the klingons damage the ship and a bridge member is there with a few others, you roll the dice and damn, he dies. Important character, lost. In my case, the nameless red shirt <em>always</em> dies first, because that's how the narrative of that type of story works.</p></blockquote><p></p>
[QUOTE="ProfessorCirno, post: 5442967, member: 65637"] How about this to answer things. You feel that the game should translate directly the monster from the story (nevermind that it, well, doesn't). If the medusa sees you, you turn to stone, end of that. The importance is in directly simulating the monster as close as you can to the story itself. I feel that the game should [I]localize[/I] the monster. What I'm more interested is in simulating the narrative focus of the story. The hero doesn't succeed because he makes his saving throw or because the dice are "against him," he succeeds because he trusts the gods, he has bravery, and because he's the protagonist. For your style of gameplay, SoDs are, as in your own words, adequete. They don't quite add up to the whole "If she sees you, you are stone, period." But, they roughly get the job done. SSSoD for this style is bad, because it creates another layer between a direct translation of the monster and the game. For my style of gameplay, SSSoDs work fantastically, The narrative of the story flows and tension heightens as the failed saves comes up - and I'm sorry, but if you think the first two saves are utterly unimportant and ignorable, you're speaking from ignorance. Being slowed for many classes is terrible, and being immobilized for just about every class is horrifying. For me, SoDs ruin this - too much importance is placed on a single dice roll, too much power is out of the players' hands, when the [I]narrative[/I] should be about them bravely facing an evil and scary monster, not praying to be lucky. To use a non-D&D example, if you're playing a Star Trek game and the klingons damage the ship and a bridge member is there with a few others, you roll the dice and damn, he dies. Important character, lost. In my case, the nameless red shirt [I]always[/I] dies first, because that's how the narrative of that type of story works. [/QUOTE]
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