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How did 4e take simulation away from D&D?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 5496085" data-attributes="member: 82106"><p>Right. When I talk about say making some tweak to the way CaGI works in some hypothetical situation (or we could talk about the 'pushing a swarm' case that generated such a big debate a while back) that doesn't have to indicate that there is some radical change. It doesn't have to indicate that the player was suddenly shorn of their ability to utilize one of their powers (plot coupons) either. Nor is it something that will come up very often IME.</p><p></p><p>Indeed lets imagine that the PC uses CaGI. In 95% of all cases it will simply work exactly the way the book says it does. This could be fluffed various ways, and it might now and then represent a minor retcon or some such thing, but it will work. Usually the player will just use the power, supply some narrative along the lines of "I insult the goblin's mothers." and the mechanics will be implemented. Once in a while the player will want to come up with something a bit more elaborate to make it fit the narrative, like a retcon or maybe some characters will have some unique fluff for it like the polearm master.</p><p></p><p>Once in a great while we'll all stare at each other and wonder how the heck the mechanics could create a sensible narrative. Maybe in that case the player will simply do something else. Maybe the DM will come up with some kind of alternative. It might work BETTER than normal, it might exclude an improbable target, or it might just work a bit differently. The DM would normally (at least in our games) explain the logic behind what he's doing and let the players decide if they're satisfied with that or not. Maybe in some groups that wouldn't work, and in some groups you may just say 'damn the narrative' and run it exactly by RAW.</p><p></p><p>None of them are badwrongfun. The game is not changed profoundly by doing this kind of stuff either. It just doesn't come up so often that it makes a huge difference. In general I would say the best policy is to make these tweaks lead to something more interesting. In the same vein you'd probably like to make failing to pull off a stunt result in something more cool, like an 'epic fail' that gives the PC a chance to turn the tables and make failure into a brilliant, if extemporaneous, success with his next action.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 5496085, member: 82106"] Right. When I talk about say making some tweak to the way CaGI works in some hypothetical situation (or we could talk about the 'pushing a swarm' case that generated such a big debate a while back) that doesn't have to indicate that there is some radical change. It doesn't have to indicate that the player was suddenly shorn of their ability to utilize one of their powers (plot coupons) either. Nor is it something that will come up very often IME. Indeed lets imagine that the PC uses CaGI. In 95% of all cases it will simply work exactly the way the book says it does. This could be fluffed various ways, and it might now and then represent a minor retcon or some such thing, but it will work. Usually the player will just use the power, supply some narrative along the lines of "I insult the goblin's mothers." and the mechanics will be implemented. Once in a while the player will want to come up with something a bit more elaborate to make it fit the narrative, like a retcon or maybe some characters will have some unique fluff for it like the polearm master. Once in a great while we'll all stare at each other and wonder how the heck the mechanics could create a sensible narrative. Maybe in that case the player will simply do something else. Maybe the DM will come up with some kind of alternative. It might work BETTER than normal, it might exclude an improbable target, or it might just work a bit differently. The DM would normally (at least in our games) explain the logic behind what he's doing and let the players decide if they're satisfied with that or not. Maybe in some groups that wouldn't work, and in some groups you may just say 'damn the narrative' and run it exactly by RAW. None of them are badwrongfun. The game is not changed profoundly by doing this kind of stuff either. It just doesn't come up so often that it makes a huge difference. In general I would say the best policy is to make these tweaks lead to something more interesting. In the same vein you'd probably like to make failing to pull off a stunt result in something more cool, like an 'epic fail' that gives the PC a chance to turn the tables and make failure into a brilliant, if extemporaneous, success with his next action. [/QUOTE]
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How did 4e take simulation away from D&D?
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