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General Tabletop Discussion
*Pathfinder & Starfinder
Game rules are not the physics of the game world
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<blockquote data-quote="Hussar" data-source="post: 4034061" data-attributes="member: 22779"><p>Just picked that one out as an example.</p><p></p><p>The strength, as I see it, from what we've been told of 4e is that you can do exactly any of these things without having to go too far afield. After all, summoning something you shouldn't isn't too much of a stretch in fantasy.</p><p></p><p>Heck, go back to the old Thieves World collections and you'll find exactly this. An apprentise wizard causes all sorts of disruptions all over the city. Fantastic lead in and something I'd like to do in D&D.</p><p></p><p>But, I can't. An apprentise wizard can't summon anything in D&D. Spells never, EVER backfire in D&D. If I want a spell to backfire, I'm going to have to go beyond the rules. </p><p></p><p>But, with these new rituals rules, hopefully we'll be able to do exactly this. Now the demon worshipping cultist doesn't need to be an archmage to create a gate. I can have a gate without the tactical nuclear weapon. Great! </p><p></p><p>By relaxing the stringency of the mechanics, while still providing baselines for judging relative power, you gain a huge amount of flexibility. </p><p></p><p>I'm really looking forward to these assumptions. It seems we're getting the best of all editions. The rules looseness of 1e and 2e without the complete and utter kludge that those rules were. And the focus and ease of use of 3e without being locked down into certain concepts.</p></blockquote><p></p>
[QUOTE="Hussar, post: 4034061, member: 22779"] Just picked that one out as an example. The strength, as I see it, from what we've been told of 4e is that you can do exactly any of these things without having to go too far afield. After all, summoning something you shouldn't isn't too much of a stretch in fantasy. Heck, go back to the old Thieves World collections and you'll find exactly this. An apprentise wizard causes all sorts of disruptions all over the city. Fantastic lead in and something I'd like to do in D&D. But, I can't. An apprentise wizard can't summon anything in D&D. Spells never, EVER backfire in D&D. If I want a spell to backfire, I'm going to have to go beyond the rules. But, with these new rituals rules, hopefully we'll be able to do exactly this. Now the demon worshipping cultist doesn't need to be an archmage to create a gate. I can have a gate without the tactical nuclear weapon. Great! By relaxing the stringency of the mechanics, while still providing baselines for judging relative power, you gain a huge amount of flexibility. I'm really looking forward to these assumptions. It seems we're getting the best of all editions. The rules looseness of 1e and 2e without the complete and utter kludge that those rules were. And the focus and ease of use of 3e without being locked down into certain concepts. [/QUOTE]
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