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General Tabletop Discussion
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Does 4e limit the scope of campaigns?
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<blockquote data-quote="Scribble" data-source="post: 4673068" data-attributes="member: 23977"><p>I agree, there probably was some reason that if I were able to take a step back and have a more omnicient view (or study it in a lab which amounts to a similar idea) then I could see the "coding" that makes it so. </p><p></p><p>Since I can't though... It just seems random, and different. All I know is I had to try again for some reason. It makes life interesting.</p><p></p><p></p><p></p><p>Which is where things break down for me. Because a game can't have rules for every event (and we can't memorize them) when it has rules for small effects, it feels like a push towards this is how the game world works. This does X, and never Y. So there's not enough variation for me. It begins to loose some of that randomness. Rather then being a realistic feeling world for me, it begins to be too clockwork.</p><p></p><p></p><p></p><p>Dice help a bit, but not quite enough. Even though the roll is random, the effect isn't. If I roll too low I know I failed because I rolled too low. "I didn't successfully light the lighter because I rolled a 5" instead of "Why the heck isn't this stupid piece of junk working?!?!"</p><p></p><p>I guess for me it looses some of that "sense of wonder" people talk about when too much is detailed.</p><p></p><p>Just like in real life when my character tries something I don't want to think ok it will work provided X doesn't happen. I want to think hrmm is it worth it to try? I think I have a reasonable chance, but you never know...</p></blockquote><p></p>
[QUOTE="Scribble, post: 4673068, member: 23977"] I agree, there probably was some reason that if I were able to take a step back and have a more omnicient view (or study it in a lab which amounts to a similar idea) then I could see the "coding" that makes it so. Since I can't though... It just seems random, and different. All I know is I had to try again for some reason. It makes life interesting. Which is where things break down for me. Because a game can't have rules for every event (and we can't memorize them) when it has rules for small effects, it feels like a push towards this is how the game world works. This does X, and never Y. So there's not enough variation for me. It begins to loose some of that randomness. Rather then being a realistic feeling world for me, it begins to be too clockwork. Dice help a bit, but not quite enough. Even though the roll is random, the effect isn't. If I roll too low I know I failed because I rolled too low. "I didn't successfully light the lighter because I rolled a 5" instead of "Why the heck isn't this stupid piece of junk working?!?!" I guess for me it looses some of that "sense of wonder" people talk about when too much is detailed. Just like in real life when my character tries something I don't want to think ok it will work provided X doesn't happen. I want to think hrmm is it worth it to try? I think I have a reasonable chance, but you never know... [/QUOTE]
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Does 4e limit the scope of campaigns?
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