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How Important is Magic to Dungeons and Dragons? - Third Edition vs Fourth Edition
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<blockquote data-quote="LostSoul" data-source="post: 4773438" data-attributes="member: 386"><p>I asked questions, I didn't make statements.</p><p></p><p></p><p></p><p>I was talking about colour, its importance to play, and the way you translate mechanics into fiction. </p><p></p><p>My question: "Does that distinction have to come from the rules? Can the group make that distinction for themselves?"</p><p></p><p>What I'm trying to ask here is if the meaningful distinction between something like mundane and magical (or anything, like the Dark and Light Side of the Force) <em>must</em> come from the rules, or if players can create meaning on their own.</p><p></p><p>My question: "What do you see as the effect on play if players make this distinction, even if it does not exist in the rules?"</p><p></p><p>What I'm trying to ask here is, when you have rules that create meaning by themselves, how does that affect play vs. when the rules don't have any meaning?</p><p></p><p>A simple example: imagine a Star Wars game. In one game, there are a list of evil acts, and if you do one of them you get a Dark Side point and get some bonus dice. Each time you get a Dark Side point you roll 1d6. If the roll is lower than your current total you turn to the Dark Side and your PC is removed from play.</p><p></p><p>In another, there's no list. PCs call on the Dark Side in order to get bonus dice whenever they like. They still have to roll to see if they turn to the Dark Side, though what that means is undefined except that the PC is removed from play.</p><p></p><p></p><p>What does this mean in regards to 4E? I don't know. Maybe nothing.</p></blockquote><p></p>
[QUOTE="LostSoul, post: 4773438, member: 386"] I asked questions, I didn't make statements. I was talking about colour, its importance to play, and the way you translate mechanics into fiction. My question: "Does that distinction have to come from the rules? Can the group make that distinction for themselves?" What I'm trying to ask here is if the meaningful distinction between something like mundane and magical (or anything, like the Dark and Light Side of the Force) [i]must[/i] come from the rules, or if players can create meaning on their own. My question: "What do you see as the effect on play if players make this distinction, even if it does not exist in the rules?" What I'm trying to ask here is, when you have rules that create meaning by themselves, how does that affect play vs. when the rules don't have any meaning? A simple example: imagine a Star Wars game. In one game, there are a list of evil acts, and if you do one of them you get a Dark Side point and get some bonus dice. Each time you get a Dark Side point you roll 1d6. If the roll is lower than your current total you turn to the Dark Side and your PC is removed from play. In another, there's no list. PCs call on the Dark Side in order to get bonus dice whenever they like. They still have to roll to see if they turn to the Dark Side, though what that means is undefined except that the PC is removed from play. What does this mean in regards to 4E? I don't know. Maybe nothing. [/QUOTE]
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