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In Defense of the Theory of Dissociated Mechanics
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<blockquote data-quote="Neonchameleon" data-source="post: 5634968" data-attributes="member: 87792"><p>People walk around normally. Adventurers hit on instinct. Until the 20th century, people seldom throw themselves to the floor. Therefore prone is quite a lot harder to induce through that method</p><p></p><p></p><p></p><p></p><p></p><p><strong>It doesn't have to.</strong> In 3e NPCs used PC classes. Every single low level spell could be cast by many people in the world. In 4e, NPCs do <em>not</em> use PC clases. Therefore for the purpose of worldbuilding you do not need to worry about what a very few oddities can do. Worldbuilding is about the <em>world</em>. And 4e doesn't make powers like hypnotism ubiquitous.</p><p></p><p></p><p></p><p>As has been pointed out you have completely missed the point about Zone of Truth and world building. The point about Zone of Truth is that any third level cleric in the world can make it impossible for anyone who isn't a seventh level bard impossible to lie unless they cast Dispel Magic (telling enough). If your legal system (or espionage apparatus) in 3e is not using Zone of Truth you need to explain exactly why. And that's just one world-breaking spell. By separating PC rules from NPC rules, even if something as world-changing as Zone of Truth existed in 4e it would not have a forcible impact on the wider game world.</p><p></p><p></p><p></p><p>I can tell you now that slow would not be a game balance issue. (Daze might).</p><p></p><p></p><p></p><p>If a game is played to the letter of the 4e rules, there is not one single problem. Combat powers do <em>exactly</em> the same out of combat that they do in combat. Slide or force a MBA (probably with fists). </p><p> </p><p></p><p></p><p>This is not even slightly a double standard. 4e with the standard "We will use the rules as written. Out of combat things do <em>exactly</em> what they do in combat <em>works</em>. And it still works irrespectively of whether the PCs push things to the limit or which limit they push things to. You can go to any Encounters game in Britain or America and play this default style and although the game won't be the best game ever, it will be playable and fun.</p><p></p><p>3e on the other hand you absolutely need a social contract that says not to do things that are legal and encouraged in the rules. And because it's hard to judge intent of the designers, this contract is going to be different at different tables. The two cases are not equivalent.</p><p></p><p></p><p></p><p>Except the clauses are incredibly different. The scenarios are too - 3e is broken out of the box and needs a contract to fix. 4e is fine out of the box and needs a contract to extend.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 5634968, member: 87792"] People walk around normally. Adventurers hit on instinct. Until the 20th century, people seldom throw themselves to the floor. Therefore prone is quite a lot harder to induce through that method [B]It doesn't have to.[/B] In 3e NPCs used PC classes. Every single low level spell could be cast by many people in the world. In 4e, NPCs do [I]not[/I] use PC clases. Therefore for the purpose of worldbuilding you do not need to worry about what a very few oddities can do. Worldbuilding is about the [I]world[/I]. And 4e doesn't make powers like hypnotism ubiquitous. As has been pointed out you have completely missed the point about Zone of Truth and world building. The point about Zone of Truth is that any third level cleric in the world can make it impossible for anyone who isn't a seventh level bard impossible to lie unless they cast Dispel Magic (telling enough). If your legal system (or espionage apparatus) in 3e is not using Zone of Truth you need to explain exactly why. And that's just one world-breaking spell. By separating PC rules from NPC rules, even if something as world-changing as Zone of Truth existed in 4e it would not have a forcible impact on the wider game world. I can tell you now that slow would not be a game balance issue. (Daze might). If a game is played to the letter of the 4e rules, there is not one single problem. Combat powers do [I]exactly[/I] the same out of combat that they do in combat. Slide or force a MBA (probably with fists). This is not even slightly a double standard. 4e with the standard "We will use the rules as written. Out of combat things do [I]exactly[/I] what they do in combat [I]works[/I]. And it still works irrespectively of whether the PCs push things to the limit or which limit they push things to. You can go to any Encounters game in Britain or America and play this default style and although the game won't be the best game ever, it will be playable and fun. 3e on the other hand you absolutely need a social contract that says not to do things that are legal and encouraged in the rules. And because it's hard to judge intent of the designers, this contract is going to be different at different tables. The two cases are not equivalent. Except the clauses are incredibly different. The scenarios are too - 3e is broken out of the box and needs a contract to fix. 4e is fine out of the box and needs a contract to extend. [/QUOTE]
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