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How did 4e take simulation away from D&D?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 5524433" data-attributes="member: 82106"><p>I think things could be pumped up, yes. Wouldn't really hurt my feelings at all. I tend to do this for myself, but it is fine if it is built into the game (though obviously some people might instead like a more mundane and gritty style, but chances are nothing will please everyone). </p><p></p><p>I'm still in the camp of not really thinking that 4e limited the possibilities or lacks the basic mechanics needed to do a lot of really creative stuff, in or out of combat. There can be some more powerful/interesting items, some ways to perhaps broaden the possibilities with ritual magic (making potions as KD wants for instance seemed reasonable for at least some of them, and making some more pizzazz type rituals would be fine). Another option would be more mundane equipment. This is an area I find odd about 4e. Previous editions had long lists of mundane equipment. 4e OTOH seems to have only the most incredibly basic selection. Certainly at low levels odd bits of equipment are pretty useful and can be put to all sorts of clever uses. </p><p></p><p>Anyway, I think 4e did miss a bit in a couple different ways. Some of them are just presentation. Oddly everyone talks about things like Come and Get It simply always working and the DM (or players) don't get to say "wait a minute...". The odd part is, the rules say no such thing. They don't even hint at it. This is a presentation issue, and there are others. I think over the years the presentation of D&D had been honed down, 4e changed things enough that the older presentation concepts don't always apply and new ones are less polished or it wasn't understood which things needed to be said explicitly.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 5524433, member: 82106"] I think things could be pumped up, yes. Wouldn't really hurt my feelings at all. I tend to do this for myself, but it is fine if it is built into the game (though obviously some people might instead like a more mundane and gritty style, but chances are nothing will please everyone). I'm still in the camp of not really thinking that 4e limited the possibilities or lacks the basic mechanics needed to do a lot of really creative stuff, in or out of combat. There can be some more powerful/interesting items, some ways to perhaps broaden the possibilities with ritual magic (making potions as KD wants for instance seemed reasonable for at least some of them, and making some more pizzazz type rituals would be fine). Another option would be more mundane equipment. This is an area I find odd about 4e. Previous editions had long lists of mundane equipment. 4e OTOH seems to have only the most incredibly basic selection. Certainly at low levels odd bits of equipment are pretty useful and can be put to all sorts of clever uses. Anyway, I think 4e did miss a bit in a couple different ways. Some of them are just presentation. Oddly everyone talks about things like Come and Get It simply always working and the DM (or players) don't get to say "wait a minute...". The odd part is, the rules say no such thing. They don't even hint at it. This is a presentation issue, and there are others. I think over the years the presentation of D&D had been honed down, 4e changed things enough that the older presentation concepts don't always apply and new ones are less polished or it wasn't understood which things needed to be said explicitly. [/QUOTE]
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How did 4e take simulation away from D&D?
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