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Has the wave crested? (Bo9S)
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<blockquote data-quote="hong" data-source="post: 3554154" data-attributes="member: 537"><p>It was a direct response which was irrelevant to the topic at hand.</p><p></p><p></p><p></p><p>Nope, not really. As far as I can tell, it was just a prepackaged soundbite.</p><p></p><p></p><p></p><p>Don't make absolute statements based on iffy premises, and there will be no excluded middle.</p><p></p><p></p><p></p><p>Clearly "successful" is a contingent belief. It would appear that at least a substantial minority, if not a majority, have problems with the way D&D handles ability rationing, else we wouldn't have had a whole slew of per-encounter abilities coming out in the last few years, mostly to a positive reception. That's more than just Bo9S, but also warlocks, reserve feats, etc.</p><p></p><p>Furthermore, going on about stuff D&D has done successfully for 30 years applies just as much to all the other idiosyncrasies of D&D that 3E swept away. Things like THAC0, separate XP charts for different classes, and so on. In this regard, the grognards at Dragonsfoot did this better than you.</p><p></p><p></p><p></p><p></p><p>It indicates that objections to per-encounter balancing on the grounds that it goes against what RPGs do best are wooly-minded at best. Since plenty of RPGs do perfectly well without having abilities rationed per day, your statement</p><p></p><p style="margin-left: 20px">not only do I not accept that as a central or sole guiding principle in game design, but using such a guiding principle will, quite often, result in a less satisfactory end result. The game which does the best at emulating the source material is not necessarily the best game; considerations which work well in literature or film often work poorly when implemented in the context of an RPG. Likewise, considerations that would not work well in film or literature work great in RPGs.</p><p></p><p>is vacuous, unless by "RPG" you mean "D&D". In which case, see previous comments about D&Disms and idiosyncrasies of the ruleset.</p><p></p><p></p><p></p><p></p><p>Does this mean you'll cease waffling about "the context of an RPG" like it was some sort of universal declaration?</p><p></p><p></p><p></p><p>It's called a logical deduction. The fact that your argument can be applied to produce silly results is an indication that the argument is flawed. And that in turn is your problem, not mine. So, do you believe hit points and alignments are a key part of the roleplaying experience, or not?</p></blockquote><p></p>
[QUOTE="hong, post: 3554154, member: 537"] It was a direct response which was irrelevant to the topic at hand. Nope, not really. As far as I can tell, it was just a prepackaged soundbite. Don't make absolute statements based on iffy premises, and there will be no excluded middle. Clearly "successful" is a contingent belief. It would appear that at least a substantial minority, if not a majority, have problems with the way D&D handles ability rationing, else we wouldn't have had a whole slew of per-encounter abilities coming out in the last few years, mostly to a positive reception. That's more than just Bo9S, but also warlocks, reserve feats, etc. Furthermore, going on about stuff D&D has done successfully for 30 years applies just as much to all the other idiosyncrasies of D&D that 3E swept away. Things like THAC0, separate XP charts for different classes, and so on. In this regard, the grognards at Dragonsfoot did this better than you. It indicates that objections to per-encounter balancing on the grounds that it goes against what RPGs do best are wooly-minded at best. Since plenty of RPGs do perfectly well without having abilities rationed per day, your statement [indent]not only do I not accept that as a central or sole guiding principle in game design, but using such a guiding principle will, quite often, result in a less satisfactory end result. The game which does the best at emulating the source material is not necessarily the best game; considerations which work well in literature or film often work poorly when implemented in the context of an RPG. Likewise, considerations that would not work well in film or literature work great in RPGs.[/indent] is vacuous, unless by "RPG" you mean "D&D". In which case, see previous comments about D&Disms and idiosyncrasies of the ruleset. Does this mean you'll cease waffling about "the context of an RPG" like it was some sort of universal declaration? It's called a logical deduction. The fact that your argument can be applied to produce silly results is an indication that the argument is flawed. And that in turn is your problem, not mine. So, do you believe hit points and alignments are a key part of the roleplaying experience, or not? [/QUOTE]
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