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General Tabletop Discussion
*TTRPGs General
Game Fundamentals - The Illusion of Accomplishment
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<blockquote data-quote="Garthanos" data-source="post: 5170251" data-attributes="member: 82504"><p>I think it has as much to do with presumed in game world time governed by a round...</p><p>you pretty much are perfectly reasonable in ignoring small choices when one </p><p>round involves dozens of them.</p><p> </p><p>It meant that social gamer x who doesnt want to think about the</p><p>details or the game aspect gets satisfied ... but relying on the DM to provide all those details </p><p> is intrinsically less than satisfying for those who want to feel like</p><p>"it was them doing all this stuff" . For those who just want simulation </p><p>even it isnt bad if the DM is really good at his job.(and some DMs might be awesome at </p><p>providing details <and most weren't /> but since I didn't get to chose? or feel</p><p>like I chose, Feh ... ithose details are just watching a dms movie controlled by dice).</p><p> </p><p>Some elements were just done wrong. .. weapon length </p><p>IRL Weapon reach induces a dance of either weapon going in and out of best position</p><p>for its reach which is almost a wash over the course of a whole minute... </p><p>ie the longer weapon gets first opportunity advantaged position (unless suprised) but loses as soon</p><p>as it is capitalized on without success at which time advantage toggles to the shorter</p><p>reach weapon... this is due to fighting style involved in how the weapon is used</p><p>not just the reach of the weapons.</p><p></p><p>Fighting style changes enough by weapon type in fact that OD&D has all weapons functionally equal</p><p>and 4e if you have the right fighting style for them are similarly equal. Dirks and Zwiehanders for</p><p>example.... are functionaly equal but they get that way in very distinct fashions. </p><p>-> In OD&D descriptions and in 4e cinematic maneuvers(powers) feats and class features.</p></blockquote><p></p>
[QUOTE="Garthanos, post: 5170251, member: 82504"] I think it has as much to do with presumed in game world time governed by a round... you pretty much are perfectly reasonable in ignoring small choices when one round involves dozens of them. It meant that social gamer x who doesnt want to think about the details or the game aspect gets satisfied ... but relying on the DM to provide all those details is intrinsically less than satisfying for those who want to feel like "it was them doing all this stuff" . For those who just want simulation even it isnt bad if the DM is really good at his job.(and some DMs might be awesome at providing details <and most weren't /> but since I didn't get to chose? or feel like I chose, Feh ... ithose details are just watching a dms movie controlled by dice). Some elements were just done wrong. .. weapon length IRL Weapon reach induces a dance of either weapon going in and out of best position for its reach which is almost a wash over the course of a whole minute... ie the longer weapon gets first opportunity advantaged position (unless suprised) but loses as soon as it is capitalized on without success at which time advantage toggles to the shorter reach weapon... this is due to fighting style involved in how the weapon is used not just the reach of the weapons. Fighting style changes enough by weapon type in fact that OD&D has all weapons functionally equal and 4e if you have the right fighting style for them are similarly equal. Dirks and Zwiehanders for example.... are functionaly equal but they get that way in very distinct fashions. -> In OD&D descriptions and in 4e cinematic maneuvers(powers) feats and class features. [/QUOTE]
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