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"Hot" take: Aesthetically-pleasing rules are highly overvalued
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8112074" data-attributes="member: 82106"><p>Yeah, I don't personally feel this way at all, on any of these points. Player =/= character. Fundamentally the dichotomy between them is quite vast. A character wading into battle is entering a life-threatening situation filled with mayhem and uncertainty, the player is having chips and dip while rolling some dice with her buds and enjoying a beer. Its hard to imagine that there's much greater gulf which could exist... More to the point, if the goal is to imagine what the PC would do, then knowing the odds cannot make that more difficult. I'm OK with the experience is different for other people though <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p>I am quite sure though that 4e was no less open-ended than 0e, 1e, or 2e. Specific things were more thoroughly covered in rules, but only in the sense that the rules could be objectively applied to them without extrapolation or mechanical interpretation. If you did something novel, there was a rule which could be applied, allowing you to "play to see what happens" (a phrase from Dungeon World). That didn't limit what you could do. 4e and video games have nothing in common here. In 4e the GM can frame a scene, and the players will be able to reason about it in game-mechanical terms, but they will still have to solve it, may have limited information, will achieve different results based on what they are willing to risk/spend (IE do I burn a daily here or not) etc. Luck also plays a part, in the same way it does in other D&Ds as a way to 'stir the pot' so to speak.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8112074, member: 82106"] Yeah, I don't personally feel this way at all, on any of these points. Player =/= character. Fundamentally the dichotomy between them is quite vast. A character wading into battle is entering a life-threatening situation filled with mayhem and uncertainty, the player is having chips and dip while rolling some dice with her buds and enjoying a beer. Its hard to imagine that there's much greater gulf which could exist... More to the point, if the goal is to imagine what the PC would do, then knowing the odds cannot make that more difficult. I'm OK with the experience is different for other people though :) I am quite sure though that 4e was no less open-ended than 0e, 1e, or 2e. Specific things were more thoroughly covered in rules, but only in the sense that the rules could be objectively applied to them without extrapolation or mechanical interpretation. If you did something novel, there was a rule which could be applied, allowing you to "play to see what happens" (a phrase from Dungeon World). That didn't limit what you could do. 4e and video games have nothing in common here. In 4e the GM can frame a scene, and the players will be able to reason about it in game-mechanical terms, but they will still have to solve it, may have limited information, will achieve different results based on what they are willing to risk/spend (IE do I burn a daily here or not) etc. Luck also plays a part, in the same way it does in other D&Ds as a way to 'stir the pot' so to speak. [/QUOTE]
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"Hot" take: Aesthetically-pleasing rules are highly overvalued
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