Professor Phobos
First Post
Imban said:Meanwhile cleaving through a solid stone wall is one of those "physical impossibility" things. I'm slightly more concerned with those.
Wouldn't common sense simply rule that out?
Imban said:Meanwhile cleaving through a solid stone wall is one of those "physical impossibility" things. I'm slightly more concerned with those.
Professor Phobos said:Wouldn't common sense simply rule that out?
Mallus said:Despite your warning, I now want to learn LISP.
med stud said:I agree to a certain extent; I agree with a clarification that you can't cleave at someone that is outside of your reach, but I don't want clarifications that you can't attack the rats you brought along when cleaving or something like that. I would like the rules to trust that the reader has some common sense.
Kamikaze Midget said:3e D&D had a different goal than 4e D&D in this respect. It expected you to do a lot of stuff outside of the box in your own world. Since it was coming from 2e, an edition of prolific settings and vague homebrew and a very limited "box," that was understandable. 3e's approach was thus more of a toolkit approach on how to make your own version of D&D. Heck, in a lot of ways, the whole OGL/SRD/3rd party movement was based in this principle: take D&D, make it your own, and go sell it on the streets!
4e D&D takes a few big steps back from that toolkit approach, to a more "Play like this!" approach. They won't abandon the toolkit entirely (because that'd be dumb), but they're spelling out exactly what they expect you to do, rather than mostly giving you a set you can assemble yourself.
Stop me if you think you've heard this one before...Voss said:All your character knows is that if he twists his axe *this* way, he can slice it along the flesh of someone/thing standing close by.
100% agreement on this point, and I'm happy about it. I want D&D to be a system for running a certain kind of game and running it really well, with comprehensible but deep rules for a combat-heavy game of high fantasy. To my mind, an RPG should tell you "Play like this!" to a certain extent.
Kamikaze Midget said:I tell it to give me "Planescape!" and it does that pretty well.
Kamikaze Midget said:Hey, I know I was on that track with FFZ years ago already, so I definately see the strengths of it.
What I'm less sold on is the idea that it's a good idea for D&D to do this. Part of that is because I use D&D as a toolkit, and I like using it as a toolkit. I tell it to give me "Postapocayptic orcs riding motorcycles" and it does that pretty well. I tell it to give me "Planescape!" and it does that pretty well. I tell it to give me "Tribal society where the PC's play as gods!" and it does that pretty well, too.
4e is taking some steps back from that, but the extent to which the game retains it will be part of the deciding factor for me. I'm a HUGE fan of D&D's modular nature, and I think that's an edge that D&D has over CRPGs and other table-top games (it hits a sweet spot between GURPS and the Storyteller games that I enjoy!). If all D&D4e can give me is a single world and "have adventure!" I'm going to be unable to use it.