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Forked Thread: Some Thoughts on 4e
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<blockquote data-quote="ExploderWizard" data-source="post: 4508819" data-attributes="member: 66434"><p>The term "broken" get thrown about quite a bit these days. If playing a game where getting to do really cool stuff that not everyone can replicate every round in an equal way or else whine like a baby with a toy taken away is considered broken then I LOVE broken games. </p><p> </p><p>I can remember a time when fairness and balance could be achieved over the course of a session or even a campaign. Nowadays if anything gets the slightest bit out of whack for a whole round or two its broken and needs to be nerfed. For a game thats supposed to be about playing the role of a hero taking part in an epic story, this turn based fairness equates to blandness. Part of being a good DM is giving every player a chance for some time in the spotlight. Its not something that needs to be dictated by the rules on a per round basis in order to have an enjoyable play experience. The whole me me me-now now now design philosophy has watered down the flavor of all the great things the game was about. </p><p> </p><p>I can handle a "broken" rule that makes a game session memorable a lot better than a "balanced" game that is going to feel the same every session.</p></blockquote><p></p>
[QUOTE="ExploderWizard, post: 4508819, member: 66434"] The term "broken" get thrown about quite a bit these days. If playing a game where getting to do really cool stuff that not everyone can replicate every round in an equal way or else whine like a baby with a toy taken away is considered broken then I LOVE broken games. I can remember a time when fairness and balance could be achieved over the course of a session or even a campaign. Nowadays if anything gets the slightest bit out of whack for a whole round or two its broken and needs to be nerfed. For a game thats supposed to be about playing the role of a hero taking part in an epic story, this turn based fairness equates to blandness. Part of being a good DM is giving every player a chance for some time in the spotlight. Its not something that needs to be dictated by the rules on a per round basis in order to have an enjoyable play experience. The whole me me me-now now now design philosophy has watered down the flavor of all the great things the game was about. I can handle a "broken" rule that makes a game session memorable a lot better than a "balanced" game that is going to feel the same every session. [/QUOTE]
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Forked Thread: Some Thoughts on 4e
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