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How did 4e take simulation away from D&D?
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<blockquote data-quote="Zaran" data-source="post: 5490973" data-attributes="member: 56710"><p>I don't agree. There are alot of powers that are made to deliver mechanics without alot of explanation. It's very hard for me to describe how a fighter can make every foe around them in a 15 foot radius to come next them so the fighter can hit them all. Is it a cool game effect? Sure but you have to leave the story at the door with that one. Alot of people I have seen don't care about the story though. WotC has seen this and has given them a game that is fun to play tactically and everyone has eaten it up. Also things like Golems being resistant to damage or lightning bolts striking water causes area effect damage went away because they no longer fit the rules. Where a warlord can yell at an unconscious companion and they all of a sudden get back up is really hard to swallow but if they couldn't do that then who would ever play a warlord over a cleric? The rules became more important than what we believe would happen in the real world. </p><p> </p><p>Also, the Campaign material, Monster info, and info on world building was reduced down to very minimal. This means that all that falls on the hands of the GM to create and describe and many don't bother. The game is great for making encounters, who cares if the monsters in it don't belong in a forest setting when their level is what's important? While most people would say this is how it should be, I would rather more fluff that I can absorb and use for my game. I like it when my players try to do something wild and crazy outside of their powers.</p><p> </p><p>At the same time, I do not want to see powers removed and Essentials type abilities to take their place. Not without a way to add in alot of the flavor that was removed to save book space. I think Essentials was done because of the protest against 4e being less simulation and more game. I do not think simplifying everything down and relying solely on imagination will work. Because I find when I am working on setting I'll reach for past editions and look up info.</p><p> </p><p>What is my solution? More GM material. Give me back the Terrain Type. Give me the ability to have worg riding goblins without having to add 6 levels to the goblins. Give the player more maneuvers that don't require a certain power to be known. Sure page 42 gives us the ability make stuff up but it's not always easy for a GM to to come up with that sort of thing.</p><p> </p><p>I grew up thinking that we are playing characters in a story and that the GM is a storyteller. But I see too much that people just think it's board game and the purpose is to accumalate XP and level up.</p><p> </p><p>Do I hate 4e because it's turned into Warhammer Quest? No, I love playing it. When I GM , I do my best to create a believable story. When I am a player, I work on a backstory over trying to get every possible point of damage I can. I just think that there is not enough emphasis on helping the GM with the storytelling part. I have seen more fluff lately in both Dragon and in the SPLAT books. It would be nice to have more adventures that aren't just encounters strung together. </p><p> </p><p>Anyway I think I keep veering away from the subject. Let's just leave it at you have to do your best to work the encounters into your story and don't let the rules "rule" your world.</p></blockquote><p></p>
[QUOTE="Zaran, post: 5490973, member: 56710"] I don't agree. There are alot of powers that are made to deliver mechanics without alot of explanation. It's very hard for me to describe how a fighter can make every foe around them in a 15 foot radius to come next them so the fighter can hit them all. Is it a cool game effect? Sure but you have to leave the story at the door with that one. Alot of people I have seen don't care about the story though. WotC has seen this and has given them a game that is fun to play tactically and everyone has eaten it up. Also things like Golems being resistant to damage or lightning bolts striking water causes area effect damage went away because they no longer fit the rules. Where a warlord can yell at an unconscious companion and they all of a sudden get back up is really hard to swallow but if they couldn't do that then who would ever play a warlord over a cleric? The rules became more important than what we believe would happen in the real world. Also, the Campaign material, Monster info, and info on world building was reduced down to very minimal. This means that all that falls on the hands of the GM to create and describe and many don't bother. The game is great for making encounters, who cares if the monsters in it don't belong in a forest setting when their level is what's important? While most people would say this is how it should be, I would rather more fluff that I can absorb and use for my game. I like it when my players try to do something wild and crazy outside of their powers. At the same time, I do not want to see powers removed and Essentials type abilities to take their place. Not without a way to add in alot of the flavor that was removed to save book space. I think Essentials was done because of the protest against 4e being less simulation and more game. I do not think simplifying everything down and relying solely on imagination will work. Because I find when I am working on setting I'll reach for past editions and look up info. What is my solution? More GM material. Give me back the Terrain Type. Give me the ability to have worg riding goblins without having to add 6 levels to the goblins. Give the player more maneuvers that don't require a certain power to be known. Sure page 42 gives us the ability make stuff up but it's not always easy for a GM to to come up with that sort of thing. I grew up thinking that we are playing characters in a story and that the GM is a storyteller. But I see too much that people just think it's board game and the purpose is to accumalate XP and level up. Do I hate 4e because it's turned into Warhammer Quest? No, I love playing it. When I GM , I do my best to create a believable story. When I am a player, I work on a backstory over trying to get every possible point of damage I can. I just think that there is not enough emphasis on helping the GM with the storytelling part. I have seen more fluff lately in both Dragon and in the SPLAT books. It would be nice to have more adventures that aren't just encounters strung together. Anyway I think I keep veering away from the subject. Let's just leave it at you have to do your best to work the encounters into your story and don't let the rules "rule" your world. [/QUOTE]
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