der_kluge
Adventurer
In general, the trend in D&D seems to be away from "generic" descriptions into a more codified mechanic.
For example, I found a description of an NPC in an old Judge's Guild product (circ 1976) that described him as "having the curse of a thousand cuts".
The same NPC, in the Wilderlands boxed set was described as "being cursed". The former is more evocative, but lacking in any sort of codification (i.e., what is the curse of a thousand cuts??), versus, the 3rd edition version which is quantifiable "Ah, bestow curse. That's a 3rd level cleric, 4th level wizard spell".
4th edition seems to be continuing the trend, which really ramped up with 3rd edition; that is, moving away from vague descriptions into very quantifiable, concrete things that can be explained.
Sort of like putting "Snow White" into a D&D scenario.
Players: "What do you mean she's been asleep for 100 years?"
GM: "That's what I said."
Players: "There's no rules for that!"
GM: *rolls his eyes*
Well, you get the idea.
In general, I'm wondering where you skew. Do you tend to favor one way or the other? Something in between? Where do your players fall?
For example, I found a description of an NPC in an old Judge's Guild product (circ 1976) that described him as "having the curse of a thousand cuts".
The same NPC, in the Wilderlands boxed set was described as "being cursed". The former is more evocative, but lacking in any sort of codification (i.e., what is the curse of a thousand cuts??), versus, the 3rd edition version which is quantifiable "Ah, bestow curse. That's a 3rd level cleric, 4th level wizard spell".
4th edition seems to be continuing the trend, which really ramped up with 3rd edition; that is, moving away from vague descriptions into very quantifiable, concrete things that can be explained.
Sort of like putting "Snow White" into a D&D scenario.
Players: "What do you mean she's been asleep for 100 years?"
GM: "That's what I said."
Players: "There's no rules for that!"
GM: *rolls his eyes*
Well, you get the idea.
In general, I'm wondering where you skew. Do you tend to favor one way or the other? Something in between? Where do your players fall?