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How did 4e take simulation away from D&D?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 5525058" data-attributes="member: 82106"><p>Maybe my previous post didn't manage to convey the idea well...</p><p></p><p>No, players are not free to change the rules by changing fluff. They are certainly free to explain how the mechanical effects could be plausible using ANY possible narrative (fluff). The DM is certainly free to make adjustments to the mechanics as well. This is the idea that some people seem to feel goes against some 'rule'. Rules like the exact effects of a power are never absolute. No designer can ever anticipate even a fraction of the situations which will arise in any game. This is why page 42, the "DM's Friend", and ultimately rule 0 exist. The specific rules for say a specific power only make sense within that framework and when people complain that a given power often doesn't make sense they are trying to look at it in isolation from the larger structure of the game. This is an error and I contend is not at all the intent of the designers.</p><p></p><p>So if a character employs Come and Get It in a situation where the power's stock effect might not make sense there are a whole array of things that come into play. First the player could simply narrate it in such a way that it does make sense. This might not always be possible, but given that a power is a 'plot coupon' the player really should have a fair amount of leeway, narratively. Thus the player could for instance retcon the narrative "no, those goblins didn't really make it out the door, instead they turned and fought" (a situation where no mechanical significance exists to the exact positioning of the creatures in the meantime). The player could request to change the mechanics in some fashion, this will normally require a page 42 type check, though if the alteration gives little or no advantage the check might be forgone. Finally the DM might simply alter the mechanical effect for whatever reason (rule of cool, better narrative, etc). </p><p></p><p>When I say DMs who are likely reading this thread need not be overly concerned what I mean is I think most of them are quite experienced and will not have problems insuring that a looser implementation of the rules doesn't favor certain types of character. I don't think that's really much of a leap. Honestly, 99% of the time the existing mechanics work fine anyway with a bit of creative narration.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 5525058, member: 82106"] Maybe my previous post didn't manage to convey the idea well... No, players are not free to change the rules by changing fluff. They are certainly free to explain how the mechanical effects could be plausible using ANY possible narrative (fluff). The DM is certainly free to make adjustments to the mechanics as well. This is the idea that some people seem to feel goes against some 'rule'. Rules like the exact effects of a power are never absolute. No designer can ever anticipate even a fraction of the situations which will arise in any game. This is why page 42, the "DM's Friend", and ultimately rule 0 exist. The specific rules for say a specific power only make sense within that framework and when people complain that a given power often doesn't make sense they are trying to look at it in isolation from the larger structure of the game. This is an error and I contend is not at all the intent of the designers. So if a character employs Come and Get It in a situation where the power's stock effect might not make sense there are a whole array of things that come into play. First the player could simply narrate it in such a way that it does make sense. This might not always be possible, but given that a power is a 'plot coupon' the player really should have a fair amount of leeway, narratively. Thus the player could for instance retcon the narrative "no, those goblins didn't really make it out the door, instead they turned and fought" (a situation where no mechanical significance exists to the exact positioning of the creatures in the meantime). The player could request to change the mechanics in some fashion, this will normally require a page 42 type check, though if the alteration gives little or no advantage the check might be forgone. Finally the DM might simply alter the mechanical effect for whatever reason (rule of cool, better narrative, etc). When I say DMs who are likely reading this thread need not be overly concerned what I mean is I think most of them are quite experienced and will not have problems insuring that a looser implementation of the rules doesn't favor certain types of character. I don't think that's really much of a leap. Honestly, 99% of the time the existing mechanics work fine anyway with a bit of creative narration. [/QUOTE]
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