So then, like they did with curses, use an exsisting system in the game to model these ideas... otherwise, if this is impossible for some reason, I feel a new rules system should be introduced... I mean honestly if it was an article of truly original and innovative ideas I might feel the article was a "good" article... however a quick (and free) google search would turn up a ton of ways to do in enemies without killing them from books, comics, movies, etc.... with no mechanics. So what, in your opinion, makes this article any better than that?
They could do this sure. In fact if it's something like curses that might come up more often, I'd say go with more rules, like you're suggesting.
But, I also appreciate just ideas in general. Especially when dealing with things that will probably be used as "one offs" most likely at my table. (IE stuff like this will probably only come up in connection to larger villains... not like every orc they fight...)
Sometimes it's also nice to read something in connection to another interest, even if that thing is somewhat basic.
Sometimes people get stuck in "ruts" in what they do in whatever hobby they're doing, that it takes an article with other ideas (again even if basic) to sort of snap them out of it and say- oh yeah.
I appreciate both ideas. If you don't so be it. It's a personal thing man.
This feeds into exactly what I am commenting on above, if the underlying rules system is solid...there should be an already exsisting set of rules that can cover these ideas in a mechanical fashion...
Sure- if the sequence needs rules I can tap into them. I just don't agree that articles always need rules attached.
I also think since, for better or worse, D&D 4e has tied Dragon and Dungeon magazines to official play... they have a bit of a responsibility to not just throw ideas out there but should also be giving guidance/rules for their official use.
Maybe- I guess I don't think they need to have this as a responsibility.
I like ideas.
But sure, I guess in that context then they should have rules... Guess I'm happy they seem to be getting less strict on that.
Point taken, and mostly agreed with...the great thing is that you get to choose what you do and don't use... now if there's nothing to choose to use... it kinda makes it one sided... doesn't it?
Not really- you can choose to use the article in any way you want- including not at all.
I get that that's kind of annoying to have an article you don't plan to use... That happens a lot in the magazines though.
I would go so far as to say... most of the suggestions weren't original.... now I am curious, what exactly makes this group of ideas... a "good" article in your opinion?
My argument was actually that lack of rules linked to the article doesn't make it bad by default.
Aside from that, I enjoyed reading it, so yay?
I'm not trying to argue it's the best thing since Tacos... Just that the idea behind it/lack of rules isn't a bad thing, nor does it automatically = a bad article.
I think you might be reading a bit more into my feelings on the article then are actually there...
I think it's more likely we have different expectations on what we should be paying for as far as DDI is concerned... though I guess it could be both.
Maybe- I think it is both at this point. Are/were you a Rolemaster fan?
I don't feel it was out of context at all. My thoughts are if you go down this line of reasoning, the whole article should be examined from that point of view... and IMO, it comes up short on alot of fronts. YMMV of course.
The context was the comment that new players would get confused by lack of rules- even though we didn't. It's that last part that I was saying isn't giving them credit. The idea that even though we did it, and can do it, for some reason the NEW newbies can't...
It wasn't speaking to the idea that making up rules is hard or easy. Only to one group not being able to do it, even though people have in the past.
That's why I said it was out of context- that's all.
In any case happy gaming!