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Flipping the Table: Did Removing Miniatures Save D&D?
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<blockquote data-quote="Tony Vargas" data-source="post: 7752543" data-attributes="member: 996"><p>You can spin it that way as hard as you like, you're still talking about a mechanic, and likely a game, that is probably strictly superior, as such. </p><p></p><p>"Integration with the fiction," for instance, is very much a function of the imagination and buy-in of the players (and/or GM, depending on where the game puts it's emphasis). In 5e, for instance, it'd be mainly on the DM's shoulders to make, say Second Wind make sense 'within the fiction,' while in 4e it was up to the player to describe whatever power he was using at the moment in a way that worked for his in-fiction conception of his character.</p><p></p><p> Frankly, I question the validity of the concept, itself. RPGs are necesarily very abstract - unless you want to go into some steam tunnels with a sword and get yourself killed, anyway - that abstraction creates a disconnect between what you're doing at the table (including mechanics) and what you're imagining for the character. Resolving that disconnect is ultimately on you, because no game can close it. </p><p></p><p> Wish lists were not part of the rules, at all. They were a suggestion to the DM, one way of distributing magic items. Treasure parcels were part of those suggestions, too, and were just more of the same wealth/level guides as 3.x, FWIW.</p><p></p><p> Attunement just seems, to me, like another way in which magic is made 'special.' Maybe it could have been implemented better (like PF2 'resonance?' or like 13A magic item personalities & quirks), but I'm glad it was included in 5e.</p><p></p><p> 5e's very sketchy item-creation guidelines allow for that.</p><p></p><p>It did. 1e assumed item accumulatoin for balance, in fact, and weighted its random-treasure tables to get there. You were far more likely to get magical weapons than rod/staff/wands and the best/most-common magical weapons were (long) swords, meant mainly for the fighter who, without some powerful/distinctive items was bland, and out of the lowest levels, under-performing.</p><p></p><p> Sounds like a reasonable thing for them to be able to do. "Your dark magic will avail you naught against my Faith!"</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7752543, member: 996"] You can spin it that way as hard as you like, you're still talking about a mechanic, and likely a game, that is probably strictly superior, as such. "Integration with the fiction," for instance, is very much a function of the imagination and buy-in of the players (and/or GM, depending on where the game puts it's emphasis). In 5e, for instance, it'd be mainly on the DM's shoulders to make, say Second Wind make sense 'within the fiction,' while in 4e it was up to the player to describe whatever power he was using at the moment in a way that worked for his in-fiction conception of his character. Frankly, I question the validity of the concept, itself. RPGs are necesarily very abstract - unless you want to go into some steam tunnels with a sword and get yourself killed, anyway - that abstraction creates a disconnect between what you're doing at the table (including mechanics) and what you're imagining for the character. Resolving that disconnect is ultimately on you, because no game can close it. Wish lists were not part of the rules, at all. They were a suggestion to the DM, one way of distributing magic items. Treasure parcels were part of those suggestions, too, and were just more of the same wealth/level guides as 3.x, FWIW. Attunement just seems, to me, like another way in which magic is made 'special.' Maybe it could have been implemented better (like PF2 'resonance?' or like 13A magic item personalities & quirks), but I'm glad it was included in 5e. 5e's very sketchy item-creation guidelines allow for that. It did. 1e assumed item accumulatoin for balance, in fact, and weighted its random-treasure tables to get there. You were far more likely to get magical weapons than rod/staff/wands and the best/most-common magical weapons were (long) swords, meant mainly for the fighter who, without some powerful/distinctive items was bland, and out of the lowest levels, under-performing. Sounds like a reasonable thing for them to be able to do. "Your dark magic will avail you naught against my Faith!" [/QUOTE]
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