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Disappointed in 4e
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<blockquote data-quote="Raven Crowking" data-source="post: 4546549" data-attributes="member: 18280"><p>You know, I've been thinking about the boxing analogy for some time now, and I can see your point, but it just doesn't do it for me.</p><p></p><p>Of course, this assumes that your opponent isn't just trying to pummel you into submission. If you're just punch-drunk, stupid him for using the flat of his blade when he could have used the sharp parts.</p><p></p><p>And there are better mechanics, IMHO, for dealing with being stunned or losing morale.</p><p></p><p>This is, in my mind, is important: bit by bit, explaining 4e mechanics in terms of verisimilitude might be fine and dandy. But as those bits add up, what emerges has more in keeping with <em>Monty Python & The Holy Grail</em> than any Conan story REH ever wrote.</p><p></p><p>Each little bit of "You can explain X this way" lead up to a whole lot of explaining.... because the rules aren't written so that they flow logically from the conditions (one presumes) are being represented. And these aren't corner cases; they are potentially every single combat.</p><p></p><p>The fighter is loggy, and tries to get up, but can't. He is moments away from dying from his wounds. Then Rob gives him an Inspiring Word and he leaps to his feet. The wounds are still there, but the hit points get "talked back", and Rob never has to give a second thought to those wounds again.........</p><p></p><p>If the game is emulating a series of short, short stories, where events take place between play sessions, the DM can narrate that, no, Rob's wound did reopen and the pill Miracle Max gave Wesley did wear off.....Just not "on camera".</p><p></p><p>And that's fine.</p><p></p><p>In a sandbox game, that doesn't work, because the players (not the DM) decide when to rest and when to go, and the game rules need to give them a clear reason to rest.</p><p></p><p>(And, IMHO, the players get to narrate what their characters do or attempt to do within the confines of the game rules. The game rules themselves should offer some estoppal on "that would be silly". IMHO, the word "unconscious" in the rules <em><strong>is</strong></em> that estoppal....and it's being that estoppal is the reason that what the rules are meant to represent should not simply be ignored.)</p><p></p><p></p><p>RC</p></blockquote><p></p>
[QUOTE="Raven Crowking, post: 4546549, member: 18280"] You know, I've been thinking about the boxing analogy for some time now, and I can see your point, but it just doesn't do it for me. Of course, this assumes that your opponent isn't just trying to pummel you into submission. If you're just punch-drunk, stupid him for using the flat of his blade when he could have used the sharp parts. And there are better mechanics, IMHO, for dealing with being stunned or losing morale. This is, in my mind, is important: bit by bit, explaining 4e mechanics in terms of verisimilitude might be fine and dandy. But as those bits add up, what emerges has more in keeping with [i]Monty Python & The Holy Grail[/i] than any Conan story REH ever wrote. Each little bit of "You can explain X this way" lead up to a whole lot of explaining.... because the rules aren't written so that they flow logically from the conditions (one presumes) are being represented. And these aren't corner cases; they are potentially every single combat. The fighter is loggy, and tries to get up, but can't. He is moments away from dying from his wounds. Then Rob gives him an Inspiring Word and he leaps to his feet. The wounds are still there, but the hit points get "talked back", and Rob never has to give a second thought to those wounds again......... If the game is emulating a series of short, short stories, where events take place between play sessions, the DM can narrate that, no, Rob's wound did reopen and the pill Miracle Max gave Wesley did wear off.....Just not "on camera". And that's fine. In a sandbox game, that doesn't work, because the players (not the DM) decide when to rest and when to go, and the game rules need to give them a clear reason to rest. (And, IMHO, the players get to narrate what their characters do or attempt to do within the confines of the game rules. The game rules themselves should offer some estoppal on "that would be silly". IMHO, the word "unconscious" in the rules [I][B]is[/B][/I] that estoppal....and it's being that estoppal is the reason that what the rules are meant to represent should not simply be ignored.) RC [/QUOTE]
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