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General Tabletop Discussion
*TTRPGs General
In Defense of the Theory of Dissociated Mechanics
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<blockquote data-quote="MrGrenadine" data-source="post: 5620097" data-attributes="member: 62619"><p>I've been out of the loop on this thread, so apologies if I've been ninja'd on this point, however:</p><p></p><p>In AD&D/2/3/3.5, combat is only repetitive if players make it so. In previous editions, my fighters used terrain and furniture to gain strategic advantage, moved around the battlefield to assist or defend allies, focused fire on dangerous or wounded enemies, etc., and while doing so, I never said "I move here and hit it with my sword", "I move here and hit it with my sword", etc. </p><p></p><p>Rather, I would RP my choices, and describe my actions and intentions--"I dump a brazier down the stairs to slow the enemy reinforcements coming up, and then and turn and strike at the orc trying to flank me!", or "I bend low and sweep my flail along the ground, trying to knock the largest bugbear prone, and force the others to step back." </p><p></p><p>In my experience, with the good DMs I played with, this creates a rich story, and a hell of a fun game.</p><p></p><p>And although in previous editions a player could just say "I throw sand in his eyes" over and over again, a good DM can manage that with a simple "He's seen you do that trick once already, and easily dodges the sand", which is a limit, but its a limit placed by character and story, not by mechanics (using up your one power that can blind). Limits are terrific things for the creative process, and that simple explanation by the DM should make a player think outside the box.</p><p></p><p></p><p>Anyway, 4e's AEDU structure is interesting, but it didn't give me much of anything in terms of feel that I didn't have already. It DID put some pretty severe limits on my choices, but as I said, limits can be a good thing for a creative environment. I just prefer character and story-based limits.</p></blockquote><p></p>
[QUOTE="MrGrenadine, post: 5620097, member: 62619"] I've been out of the loop on this thread, so apologies if I've been ninja'd on this point, however: In AD&D/2/3/3.5, combat is only repetitive if players make it so. In previous editions, my fighters used terrain and furniture to gain strategic advantage, moved around the battlefield to assist or defend allies, focused fire on dangerous or wounded enemies, etc., and while doing so, I never said "I move here and hit it with my sword", "I move here and hit it with my sword", etc. Rather, I would RP my choices, and describe my actions and intentions--"I dump a brazier down the stairs to slow the enemy reinforcements coming up, and then and turn and strike at the orc trying to flank me!", or "I bend low and sweep my flail along the ground, trying to knock the largest bugbear prone, and force the others to step back." In my experience, with the good DMs I played with, this creates a rich story, and a hell of a fun game. And although in previous editions a player could just say "I throw sand in his eyes" over and over again, a good DM can manage that with a simple "He's seen you do that trick once already, and easily dodges the sand", which is a limit, but its a limit placed by character and story, not by mechanics (using up your one power that can blind). Limits are terrific things for the creative process, and that simple explanation by the DM should make a player think outside the box. Anyway, 4e's AEDU structure is interesting, but it didn't give me much of anything in terms of feel that I didn't have already. It DID put some pretty severe limits on my choices, but as I said, limits can be a good thing for a creative environment. I just prefer character and story-based limits. [/QUOTE]
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