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Farewell to thee D&D
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<blockquote data-quote="ruemere" data-source="post: 4443966" data-attributes="member: 5515"><p>I'm late to arrive to this thread so I'm going to limit myself to:</p><p></p><p>Your concerns, Celtavian, echo mine. Thank you for taking time to voice yours so coherently.</p><p></p><p>And this:</p><p></p><p>My personal style of gamemastering relies on working inner logic of the world. The lights coming up upon the PCs entering the room illuminate beings with history, complete set of statistics and some script guidelines. When the PCs exit, the world will not stop turning for those left behind.</p><p></p><p>That's the first issue I have encountered upon learning about 4E - that the world revolves around heroes entering and leaving the stage.</p><p></p><p>Another reason for my indifference to 4E is the way the mechanics are working. It's, of course, again a matter of personal preference, however, when you swing a chair in a bar room brawl, the mechanics are for letting me judge how effective was the swing and whether there was any significant change to landscape. </p><p>However, in 4E it is not a mere swing of a chair - it is some special power employed. The mechanic overshadows game reality, since the power may also come with additional effect (like sudden change of position) and suddenly, instead of swinging a chair, the protagonist is using a power.</p><p></p><p>It's a total change of style - instead of trying to pretend you're part of the world, instead you are there using powers to get effects. To me, it's wrong - not wrong as in "you cannot roleplay because of this" but wrong as in "you should be swinging a chair (and wait for GM to let you know what happened later), not using Swing Mightily Improvised Weapon, Hit: Push Away One Square".</p><p></p><p>That's all.</p><p></p><p>Regards,</p><p>Ruemere</p><p></p><p>PS. Ah wait, there is one more gripe. Some powers require serious translation as to why the effects work that way. All sliding, regaining hitpoints through motivation and similar stuff... I know that everything got a bit more abstract (even called it "introduction of abstraction layer into DnD"), but it does not sit well with me.</p></blockquote><p></p>
[QUOTE="ruemere, post: 4443966, member: 5515"] I'm late to arrive to this thread so I'm going to limit myself to: Your concerns, Celtavian, echo mine. Thank you for taking time to voice yours so coherently. And this: My personal style of gamemastering relies on working inner logic of the world. The lights coming up upon the PCs entering the room illuminate beings with history, complete set of statistics and some script guidelines. When the PCs exit, the world will not stop turning for those left behind. That's the first issue I have encountered upon learning about 4E - that the world revolves around heroes entering and leaving the stage. Another reason for my indifference to 4E is the way the mechanics are working. It's, of course, again a matter of personal preference, however, when you swing a chair in a bar room brawl, the mechanics are for letting me judge how effective was the swing and whether there was any significant change to landscape. However, in 4E it is not a mere swing of a chair - it is some special power employed. The mechanic overshadows game reality, since the power may also come with additional effect (like sudden change of position) and suddenly, instead of swinging a chair, the protagonist is using a power. It's a total change of style - instead of trying to pretend you're part of the world, instead you are there using powers to get effects. To me, it's wrong - not wrong as in "you cannot roleplay because of this" but wrong as in "you should be swinging a chair (and wait for GM to let you know what happened later), not using Swing Mightily Improvised Weapon, Hit: Push Away One Square". That's all. Regards, Ruemere PS. Ah wait, there is one more gripe. Some powers require serious translation as to why the effects work that way. All sliding, regaining hitpoints through motivation and similar stuff... I know that everything got a bit more abstract (even called it "introduction of abstraction layer into DnD"), but it does not sit well with me. [/QUOTE]
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