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Mustrum_Ridcully said:
Aggro mechanics are also informed on the story element. The story element is about the decision of the creature who to attack, and the aggro mechanic tries to describe a rule for it. The question the designers had was wether the rule was really "story element" first or not. And they found out that they couldn't make the "story element" first part too work, and thus left it alone. No harm done.
I read that. I'm happy they did away with it.
But I see one potential flaw in your post: Why do you assume that video games do not also aim to ground their mechanics in story elements?
CRPG and MMORPGs are mostly based on pen & paper RPGs, which have this goal.
By design a video game is too narrow to allow for much of a story element. I've played a
Everquest and
World of Warcraft as well as
Neverwinter Nights and
Baldur's Gate. They all lacked what DnD gave me. That was because the world by virtue of being a video game was too rigid. You could not think outside the box and decide to do actions contrary to the rules of the video game world.
DnD has never felt that way. The rule set has always been fast and loose, more like guidelines. A DM could usually figure out a rule to apply to just about any situation. I hope the fluidity of the rules is maintained in the new edition. I also hope they were able to maintain the fluidity of the magic and combat system.
You could build all types of wizards and warriors in the third edition system. Though some paths may be more popular than others, you could still play with classes and feats to build the type of concept you wanted. I very much like the ability to play different concepts. As an example, I made a non-monk Ranger/Cleric who worshipped Shaundakul and could run like the wind. Maybe a waste of feats to most, but I liked the concept. I don't want an overly rigid rule set in fourth edition that turns everything into a damage fest.
From what I've read, it sounds like that is the way they are going. I'm still unhappy with the change to the
hold and
sleep, and
darkness (or should i call them shadow now) spells. I thought Andy Collin's changes were pathetic and his reason was even more pathetic. Collin's changes to those spells made them a rarity (basically never) in my campaign, especially the
darkness and
sleep spells. The
hold spells dropped in use as well.
With the removal of all save or die spells, it seems that the game is becoming a heavy dice rolling damage fest. Not only will the melee be focused on damage dealing, but now so will the casters. No save or die. No spells that allow for the control of opponents. Spells that move people into flanks not because it's good story, but because it's good mechanics.
I'm going to give it a read. I've been playing DnD for twenty years. I'm hope the elements that brought me to the game remain. I hope I can still tell a good story using the fourth edition rules. I'm still not sure I'll be satisfied if their magic system has turned into a damage fest or their control spell system is nothing more than short-term crowd control akin to MMORPGs.
And I also think it is important for a ruleset to not only focus on the "story". It must also offer rules that are entertaining to use, because role-playing games are also _games_. This sometimes require compromises with the storytelling part.
If I didn't want some rules, I wouldn't even buy the books. I'd engage in joint story telling with friends. I do want rules that are more guidelines. I want rules that are fluid so they can be adapted to a variety of situations. I also want lots of options to build a character. I liked that about third edition. Rigid rulesets are for video games that have a coded game engine that is the same for every player, fluid rule sets are better for pen and paper where the imagination is your game engine and can differ from person to person.