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How Important is Magic to Dungeons and Dragons? - Third Edition vs Fourth Edition
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<blockquote data-quote="fanboy2000" data-source="post: 4778333" data-attributes="member: 19998"><p>Sure it does. DMG, page 28, in the "Tips from the Pros" sidebar at the bottom left of the page.</p><p></p><p>I mentioned this a few pages ago. In the sidebar James Wyatt talks about playing D&D with his 9-year-old son. Apparently, his kid decided he was going to explore a statue, and then decided it was trapped, what the trap was, and that there was treasure there. Wyatt, a little peeved at first, decided to go along with it. (Though Wyatt still chose what treasure was going to be there.)</p><p></p><p>Wyatt stated the moral like this: "I learned that the players have the right to participate in telling [the] story--after all, they're playing the protagonists!"</p><p></p><p>So player control over the narrative is mentioned and endorsed in the rulebooks. </p><p></p><p>Well, the designers consider 4e an exception based rules system. This is stated in the first chapter of the 4e PHB as the first of three general rules: "Simple rules, many exceptions." Exception based rules design was also explicitly mentioned in one of the pre-4e preview books released the winter prior to the PHB's release.</p><p></p><p>From an exception based rules design perspective, <em>Come and Get It</em> and all other powers is just another exception to the rules. How any given exception works, in world, is left to the DM/players. I would think that the designers don't care what explanation anyone uses, magic, narrative control, or (my personal favorite) the fighter runs around in a circle and literally pulls all the bad guys toward him.</p><p></p><p>So the answer to your question is that the player doesn't have to come to a narrative control conclusion, they can come to any conclusion about how the power works that they want.</p><p></p><p>Some basic attacks do have a power source.</p></blockquote><p></p>
[QUOTE="fanboy2000, post: 4778333, member: 19998"] Sure it does. DMG, page 28, in the "Tips from the Pros" sidebar at the bottom left of the page. I mentioned this a few pages ago. In the sidebar James Wyatt talks about playing D&D with his 9-year-old son. Apparently, his kid decided he was going to explore a statue, and then decided it was trapped, what the trap was, and that there was treasure there. Wyatt, a little peeved at first, decided to go along with it. (Though Wyatt still chose what treasure was going to be there.) Wyatt stated the moral like this: "I learned that the players have the right to participate in telling [the] story--after all, they're playing the protagonists!" So player control over the narrative is mentioned and endorsed in the rulebooks. Well, the designers consider 4e an exception based rules system. This is stated in the first chapter of the 4e PHB as the first of three general rules: "Simple rules, many exceptions." Exception based rules design was also explicitly mentioned in one of the pre-4e preview books released the winter prior to the PHB's release. From an exception based rules design perspective, [I]Come and Get It[/I] and all other powers is just another exception to the rules. How any given exception works, in world, is left to the DM/players. I would think that the designers don't care what explanation anyone uses, magic, narrative control, or (my personal favorite) the fighter runs around in a circle and literally pulls all the bad guys toward him. So the answer to your question is that the player doesn't have to come to a narrative control conclusion, they can come to any conclusion about how the power works that they want. Some basic attacks do have a power source. [/QUOTE]
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