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General Tabletop Discussion
*Dungeons & Dragons
How much should 5e aim at balance?
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<blockquote data-quote="pemerton" data-source="post: 5985583" data-attributes="member: 42582"><p>I agree that 4e doesn't have action resolution mechanics (like relationships, spiritual attributes, beliefs, etc) that overtly push for narrativist play. That's why I describe my 4e play as vanilla narrativism.</p><p></p><p>But I think it does have elements that indirectly support narrativist play: a lot of the elements of PC building, for example, bring thematically rich colour with them, because of their relationship to the default cosmology and mythic history of the game. And because a player gets this stuff automatically (rather than having to earn it, like a prestige class in 3E or immortality in Mentzer BECMI), it can be used as player flags much more effectively.</p><p></p><p>And also I think it gets rid of a lot of the sort of stuff that can impede narrativist play - in particular, by getting rid of the minutiae of time and duration tracking that hitherto was a mainstay of D&D, it makes scene-based play far more viable. And scene-based play is pretty central to a typical narrativist approach, I think.</p></blockquote><p></p>
[QUOTE="pemerton, post: 5985583, member: 42582"] I agree that 4e doesn't have action resolution mechanics (like relationships, spiritual attributes, beliefs, etc) that overtly push for narrativist play. That's why I describe my 4e play as vanilla narrativism. But I think it does have elements that indirectly support narrativist play: a lot of the elements of PC building, for example, bring thematically rich colour with them, because of their relationship to the default cosmology and mythic history of the game. And because a player gets this stuff automatically (rather than having to earn it, like a prestige class in 3E or immortality in Mentzer BECMI), it can be used as player flags much more effectively. And also I think it gets rid of a lot of the sort of stuff that can impede narrativist play - in particular, by getting rid of the minutiae of time and duration tracking that hitherto was a mainstay of D&D, it makes scene-based play far more viable. And scene-based play is pretty central to a typical narrativist approach, I think. [/QUOTE]
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How much should 5e aim at balance?
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