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Flavour First vs Game First - a comparison
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 4492262" data-attributes="member: 710"><p>The flaws of previous editions does not excuse the flaws of the new one. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>From a "simulation" perspective, 3E rules can still relatively easily mapped to an in-game world. People are really using these CLW. It is a failure to model a world like we find in most fiction, but not a failure to model a specific world. I think that is the difference i this case.</p><p></p><p>The simulation approach might be to remove stuff like Wands of CLW and similar cheap healing effects. But I think the fundamental flaw is that you can't support the typical D&D paradigmns this way. D&D assumes lots of combat. And even if there are not a few groups that focus less on combat, the standard model still assumes a lot of combat. And every group that wants to play D&D to enjoy the tactical combats would hate a system where the consequences of combat would always result in several day long rests.</p><p></p><p>The only alternative is probably to go a route where "dodging" attacks gets significantly easier, leaving behind the concept of ablative hit points or adding a layer of "fatigue hit poitns" that heal very fast and take the majority of damage. </p><p></p><p>So, in the end you will still have a 4E like game play effect, but the mechanics map closer to the fictional game world. But here I say: WHY? Why go a more complicated route to achieve exactly the same igameplay effect? Where is the real benefit at the game table? Players have to juggle more numbers and effects and still play the game mostly the same way? </p><p></p><p>Is it really harder to play-pretend and guesstimate or schrödinger your wounds (together with pretending to be an elf or pretending to fight a dragon, only armed with a sword and a shield), then to do each step of the more "advanced" system to get a closer model of the game-world? And be honest - you go through the numbers every attack, every hit, every round of a combat. But the "play-pretend" - you do that only occassionally, when it feels meaningful, like when you drop a foe, bloody him (4E D&D only), or when you make a critical hit, whenever something special happens.</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 4492262, member: 710"] The flaws of previous editions does not excuse the flaws of the new one. ;) From a "simulation" perspective, 3E rules can still relatively easily mapped to an in-game world. People are really using these CLW. It is a failure to model a world like we find in most fiction, but not a failure to model a specific world. I think that is the difference i this case. The simulation approach might be to remove stuff like Wands of CLW and similar cheap healing effects. But I think the fundamental flaw is that you can't support the typical D&D paradigmns this way. D&D assumes lots of combat. And even if there are not a few groups that focus less on combat, the standard model still assumes a lot of combat. And every group that wants to play D&D to enjoy the tactical combats would hate a system where the consequences of combat would always result in several day long rests. The only alternative is probably to go a route where "dodging" attacks gets significantly easier, leaving behind the concept of ablative hit points or adding a layer of "fatigue hit poitns" that heal very fast and take the majority of damage. So, in the end you will still have a 4E like game play effect, but the mechanics map closer to the fictional game world. But here I say: WHY? Why go a more complicated route to achieve exactly the same igameplay effect? Where is the real benefit at the game table? Players have to juggle more numbers and effects and still play the game mostly the same way? Is it really harder to play-pretend and guesstimate or schrödinger your wounds (together with pretending to be an elf or pretending to fight a dragon, only armed with a sword and a shield), then to do each step of the more "advanced" system to get a closer model of the game-world? And be honest - you go through the numbers every attack, every hit, every round of a combat. But the "play-pretend" - you do that only occassionally, when it feels meaningful, like when you drop a foe, bloody him (4E D&D only), or when you make a critical hit, whenever something special happens. [/QUOTE]
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