TheUltramark
First Post
someday, would someone explain this "balance' that everyone keeps screaming about.
The Dresden Files: sniper rifle wins.
Likewise.Oh, I'm not claiming your POV is invalid, just that I don't agree with it at all.
Funny, because on page 98, i wrote that, for me, magic "requires sometimes coloring outside the 4E lines"If it helps, think of the underlying rules of magic as being something the designers of 4Ed left for you to color in.
For the record, here are the rules passages from the core 4e books on attacking objects:You don't need much of a "system" to tell you that you can use an axe to chop things other than enemies. You actually just need the "system" to get the heck out of the way of your imagination and not tell you to ask the DM's permission before you go and do something as insane and possibly unbalancing as using an axe to gather firewood.
Again, it's a balance thing. If my axe can clear underbrush, I guess it can chop away this underbrush that is ranked as difficult terrain in this combat, thus making it easier for me to move and possibly giving me a supreme edge in a combat. If my fire ray can light things on fire, I guess it can light that underbrush on fire, clearing it and killing anything inside of it, making the combat super easy.
What sort of high adventure game are you playing where leaping over the garden hose requires playing a jump card!?A person who disallows a sensible action because the system disallows it -- or a system that disallows sensible actions in the name of balance ("Sorry, you only get three jump cards per session; you can't leap over that garden hose") -- makes the game not worth playing.
You don't need human agency or rules to tell you that an axe can chop.
You just need to kind of know what an axe is.
The game and the DM, I feel, are both safe in assuming that you know what an axe is (or can find out).
What sort of high adventure game are you playing where leaping over the garden hose requires playing a jump card!?
I think that you fully understood what I was saying.
The game is called Hypothetical Adventures! It specifies that you have to play a Jump Card to leap in the game, but fails to specify that the leap must be significant, etc. That is because HA! wants to minimize human agency (GM decision making)so that it never becomes a "Mother May I" game.
Remember, if someone wants to play in a Hypothetical Adventure, just say "HA!"
RC
On the whole GM/human agency thing, I think I'm somewhere in between KM and RC. (And I'm not sure about LostSoul.) I think that human interpretive agency is important for a RPG. At least in my game, it's not just the GM but the players as well who have an important role in this - in that they are able to propose interpretations/options, and the GM is under some sort of onus to take them seriously.
Where my greater proximity to KM comes in is that I think different systems can do a better or worse job of (i) providing players with the tools with which to frame their interpretations and options, and (ii) providing GMs with the tools to properly discharge the onus that falls on them.