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How did 4e take simulation away from D&D?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 5520270" data-attributes="member: 82106"><p>I'm not convinced you can't make a fairly reasonable seeming society though. I mean in the real world there are people who simply ARE more powerful than us. No, not always in a physical sense, but as an ordinary person we can't defy those kinds of people. They run whole countries. I think the results wouldn't be THAT much different than what human society is actually like. Even Epic characters and NPCs can't be everywhere. Most influence is a matter of who will do what you want/need them to do. </p><p></p><p>Other than that I think we can pretty much agree. There would be little point to making a level based game with a flat power curve. </p><p></p><p>We played a lot of Traveller but there were problems with the lack of ANY progression. I found that players really wanted it, and we just constructed our own advancement rules. Instead of having a career you could just spend points on different skills and whatnot. That worked well, players had a goal that would drive the story forward. Stock games went flat after a while. There was only so much you could do and almost no character could reasonably survive in the long term. Adding a few more skill points didn't do a LOT to keep you alive, but it didn't hurt and at least your journey to that stray bullet (or pulse laser) was more interesting.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 5520270, member: 82106"] I'm not convinced you can't make a fairly reasonable seeming society though. I mean in the real world there are people who simply ARE more powerful than us. No, not always in a physical sense, but as an ordinary person we can't defy those kinds of people. They run whole countries. I think the results wouldn't be THAT much different than what human society is actually like. Even Epic characters and NPCs can't be everywhere. Most influence is a matter of who will do what you want/need them to do. Other than that I think we can pretty much agree. There would be little point to making a level based game with a flat power curve. We played a lot of Traveller but there were problems with the lack of ANY progression. I found that players really wanted it, and we just constructed our own advancement rules. Instead of having a career you could just spend points on different skills and whatnot. That worked well, players had a goal that would drive the story forward. Stock games went flat after a while. There was only so much you could do and almost no character could reasonably survive in the long term. Adding a few more skill points didn't do a LOT to keep you alive, but it didn't hurt and at least your journey to that stray bullet (or pulse laser) was more interesting. [/QUOTE]
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