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D&D 4E Is there a "Cliffs Notes" summary of the entire 4E experience?

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It seems like you're getting hung up on the word "mechanic" here. So lets drop that word and call it a "method."

The wishlist is a method the DM can apply to realize the stated goal of players getting items they want, by having them tell the DM what their characters want.

That method cannot be applied in an in-character way, because characters cannot really control the items that they get (though the player can).

This dissociation is a problem sometimes for some people.

It's entirely optional and non-required method, so it's a problem they're creating, rather than inherent to the system the way actual mechanics are.

It'd be exactly like my old DM throwing a fit because of XP = Gold (which he didn't! :) ). He didn't think the rule made the slightest sense or withstood the lightest analysis, but he wasn't forced to use it, either. So he didn't. You know I've DM'd 4E since release w/o using wishlists, right?
 

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I'm A Banana

Potassium-Rich
It's entirely optional and non-required method, so it's a problem they're creating, rather than inherent to the system the way actual mechanics are.

It's a recommended method for accomplishing the goal of getting the players what they want, so even if you don't use that specific method, the players should still get the items they want, so whatever method you use to accomplish that result, it will be necessarily dissociative from the experience of playing the character, because the experience in life is that wanting something doesn't make it appear.

It'd be exactly like my old DM throwing a fit because of XP = Gold (which he didn't! :) ). He didn't think the rule made the slightest sense or withstood the lightest analysis, but he wasn't forced to use it, either. So he didn't. You know I've DM'd 4E since release w/o using wishlists, right?

The game tells you "give the players the items they want," and that's not a method you can apply in-character as a player. That breaks some folks out of the fun they're looking for in D&D. People can throw a fit for any reason they want to throw a fit, really. It's understandable to throw a fit because the game breaks you out of the kind of enjoyment you're looking for from the game. For instance, by having the universe give you what you the items your character wants if you're invested in treasure being an in-character experience.
 

TwoSix

"Diegetics", by L. Ron Gygax
Seems to me that this may be at the heart of the edition wars - that two camps have differing ideas over what constitutes role-playing.

If the Alexandrian (and those who reference him) had referred to "first-person full-immersion games" as a separate thing from "story-games", and left the term RPG out of it - would it have been less "dismissive"? Then we'd just be arguing over which style is preferable for D&D.
Absolutely it would have mattered. Most of us, I think, take some pride in our ability to roleplay. It's not something everyone does. It takes a fair amount of creativity and imagination, more than many other leisure activities do. Saying "that's not really a roleplaying game" comes across as implicitly criticizing my imaginative and creative ability, no matter how much protestation of "But that's what the word really MEANS" is made.
 

TwoSix

"Diegetics", by L. Ron Gygax
The game tells you "give the players the items they want," and that's not a method you can apply in-character as a player. That breaks some folks out of the fun they're looking for in D&D. People can throw a fit for any reason they want to throw a fit, really. It's understandable to throw a fit because the game breaks you out of the kind of enjoyment you're looking for from the game. For instance, by having the universe give you what you the items your character wants if you're invested in treasure being an in-character experience.

Which is all fine, but it's still pretty high up on the list of silly reasons to not like 4e. The game isn't married to any sort of loot distribution. I've done random loot every time I've played 4e and never once had a problem. (And I avoid some of the high-op silliness. Screw you, Iron Armbands of Power!)

There are plenty of reasons to not like 4e if you're inclined, which include the fact that several previous paradigms of play were no longer supported. But loot? That's just silly.

And people have the right to be silly. They don't have the right to not be told they're being silly.
 

Kraztur

First Post
It's entirely optional and non-required method, so it's a problem they're creating, rather than inherent to the system the way actual mechanics are.

It'd be exactly like my old DM throwing a fit because of XP = Gold (which he didn't! :) ). He didn't think the rule made the slightest sense or withstood the lightest analysis, but he wasn't forced to use it, either. So he didn't. You know I've DM'd 4E since release w/o using wishlists, right?
Let's say I tell my friend I don't like Transformers Age of Extinction. So he tells me "Watching that movie is entirely optional. If you don't or won't enjoy that movie, it's a problem you're creating. Transformers Age of Extinction is not inherently unenjoyable." I would dump that argumentative "friend" sooo fast...

If anybody states a dislike, depending how they articulate it, they're not claiming sort of universal problem. However, a subjective problem isn't any less real, and claiming that I'm creating my own problem is downright annoying. I find that sort of argument (it's only a problem because you've made it a problem) to be intellectually dishonest. Am I wrong?
 

Campbell

Relaxed Intensity
Seems to me that this may be at the heart of the edition wars - that two camps have differing ideas over what constitutes role-playing.

If the Alexandrian (and those who reference him) had referred to "first-person full-immersion games" as a separate thing from "story-games", and left the term RPG out of it - would it have been less "dismissive"? Then we'd just be arguing over which style is preferable for D&D.

From my perspective it would definitely help. For me the heart of this discussion is that we are dealing with subjective aesthetic principles rather than objective categories of things.
 

Let's say I tell my friend I don't like Transformers Age of Extinction. So he tells me "Watching that movie is entirely optional. If you don't or won't enjoy that movie, it's a problem you're creating. Transformers Age of Extinction is not inherently unenjoyable." I would dump that argumentative "friend" sooo fast...

That's a crap comparison, Kraztur.

I'll give you a good one - "This stew suggests you may want to eat it with rice, but I HATE rice!" "So eat it with potatoes?" "No, the mere fact that it suggested rice means I hate it forever".

If anybody states a dislike, depending how they articulate it, they're not claiming sort of universal problem. However, a subjective problem isn't any less real, and claiming that I'm creating my own problem is downright annoying. I find that sort of argument (it's only a problem because you've made it a problem) to be intellectually dishonest. Am I wrong?

If you have a choice to do something you like, or something you don't, and you intentionally and knowing choose the latter, you don't get to complain about that option existing for others, imho! :)

Our society is kind of founded on this.
 

Right. Which is why I used it to respond to pemerton's (apparent) assertion that it's possible to use mechanics like this in-character.

But it is not a mechanic. So your claims are rather pointless. If you mean that it's possible to use declarative actions (like picking up a rock that has not been previously established) in character then yes it is.

If you're referring to "page 42," then I'm given to understand that this is a shorthand for setting the DC of skill checks, rather than attack actions.

Try reading it. It covers both.

They're trying to stick to them, but suddenly the "trad" RPGs are trying to reinvent themselves as some sort of hip new indie game. People tend to feel upset when the rug is yanked out from under them.

4e is pretty trad to be honest.

That's not a caveat - magic is it's own justification.

Anything is its own justification.

But not all games co-opt the player's agency of their character which is the point. The character can try to do anything they want, unless they play 4E.

When they can try anything they want. This hasn't changed. They also have specialisms which they do not have to negotiate with the DM.

Try and Come And Get It in AD&D. Most DMs will just laugh at you.

4E (wrongly) failed to make that a priority, limiting the character's options in the name of "only the fun options remain," which presumes far too much about what the players think of as being fun.

Other than disarming what do you think 4E fighters can't do that AD&D fighters can?

I'm not sure how you don't get this from hit point loss as physical damage, since a character is presumably going to feel it when they take wounds.

Hit point loss has always been cosmetic damage. Someone is as competent and capable on 1hp as on full HP. This is and has always been the case.

When you're in a fight, you're going to know how your wounds feel.

Nope. Although this is irrelevant.

4E, with its insistance that hit point loss could be wounds, or fatigue, or loss of luck, or loss of divine providence, etc. seems to fly in the face of your character knowing how they feel.

Given you've just almost quoted the 1E definition of hit points, I don't think this really needs a rebuttal.

You're mistaking associated mechanics for some sort of "perfect" simulationism, which has never been what they are.

What they are is a focus on foolish consistency that isn't how people think and doesn't get outcomes right while ignoring literally everything that doesn't fit into the small subset of factors they cover.

The problem is that it's only immersive if you accept that arbitrary set of restrictions on your character's agency.

Just like every set of associated mechanics. The ability to have metagame mechanics (whether AEDU, Fate Points, or WoD Willpower) is essential to me for immersive play for when you want to say "This thing matters to me". Without it you lose the ability to say what matters. And the ability to pace yourself.

If you want to go anywhere that the game doesn't funnel you, then suddenly the entire concept falls apart.

Good bye most games with associated mechanics.

Up-ending an intuitive system of hit point loss being physical damage to solve one minor issue of proportional healing spells is throwing out the baby with the bathwater.

Hit point loss being physical damage is not and has never been intuitive. It's Streetfighter 2 (or other combat) game mechanics. If you are hurt, this slows you down. Hit points are a risible simulation other than of genre.

You keep confusing having the ability to attempt to do anything with actually succeeding in that attempt.

So do you in your accusations against 4E

You do realize you undercut your own point here, by mentioning that there are in-character circumstances for these, right? That's very different from saying "you suddenly realize you don't have the same focus to repeat the maneuver you just did six seconds ago, at least not with anywhere near the same effectiveness."

You do realise that you can't step in the same river twice.

Which doesn't speak to the issue. You're still telling the player that suddenly there character can't do something they just could

Apparently in your world fatigue isn't a thing?

D&D is a role-playing game. Every edition.
All of the World of Darkness games are role-playing games.
13th Age is a role-playing game.
Hillfolk is a role-playing game.
All of the *World games are role-playing games.
Shadowrun is a role-playing game.
Mouse Guard is a role-playing game.
Fiasco is a role-playing game.
Heck, even Chuubo's Marvelous Wish-Granting Engine is a role-playing game.

Embrace some of these games, hate some of these games, that's fine. But trying to categorize some as a real "roleplaying game" and the other games as "something else" is a fool's errand. Shoving certain games out of the category out of a twisted sense of linguistical purity does nothing to help the community.

This

If you prefer blueberry pie to apple pie, then great.
If I prefer apple pie, you should have no problem with that.

If you say that me calling blueberry pie different than apple pie is untrue and just intended to antagonize people who like blueberry pie then I'm going to look at you funny.

And if you are saying 4E is different to AD&D that's fine/

If you are saying that 4E isn't an RPG then you aren't saying blueberry and apple pie are different. You are making the claim that blueberry pie isn't a pie. At a pie lovers convention.

If the Alexandrian (and those who reference him) had referred to "first-person full-immersion games" as a separate thing from "story-games", and left the term RPG out of it - would it have been less "dismissive"? Then we'd just be arguing over which style is preferable for D&D.

This.

Story-games is typically used dismissively, so not really. If he had specific, no-history terms for both, then yes. That doesn't mean his piece would be good or well-reasoned, just the terms not dog-whistles/dismissive.

Story-games was first used to describe My Life With Master after people threw their toys out of the pram on RPG.net and claimed it wasn't an RPG. Some people shrugged and said "OK. It's a story-game then." We can see where that lead.

It seems like you're getting hung up on the word "mechanic" here. I don't want to get knotted up in semantic quagmires. So lets drop that word and call it a "method."

The wishlist is a method the DM can apply to realize the stated goal of players getting items they want, by having them tell the DM what their characters want.

That method cannot be applied in an in-character way, because characters cannot really control the items that they get (though the player can).

This dissociation is a problem sometimes for some people.

And now your claim becomes the trivial "Out of character suggestions can't be applied as in character mechanics." Which is trivial and irrelevant.
 

I'm A Banana

Potassium-Rich
Which is all fine, but it's still pretty high up on the list of silly reasons to not like 4e. The game isn't married to any sort of loot distribution. I've done random loot every time I've played 4e and never once had a problem. (And I avoid some of the high-op silliness. Screw you, Iron Armbands of Power!)

Well, it's the thing the DMG recommends. I can't exactly fault people for trying to play the game as it was written, or to judge their enjoyment of the game when it is played as written. Yeah, it's not something the game is married to, but this is the Story of 4e from my perspective: things the game isn't really mathematically married to being pushed as if they are the Right Way To Play. 4e's system isn't married to dragonborn or morale HP or encounter-based design or grid combat or healing surges, either, but the books are written like it is.

I've been a fan for a while of using Inherent Bonuses + rolling on 2e Encyclopedia Magica treasure tables, personally. :) Which isn't necessarily any more associative, but at least it doesn't involve the players, so it doesn't disrupt their experience.
 
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TwoSix

"Diegetics", by L. Ron Gygax
If anybody states a dislike, depending how they articulate it, they're not claiming sort of universal problem. However, a subjective problem isn't any less real, and claiming that I'm creating my own problem is downright annoying. I find that sort of argument (it's only a problem because you've made it a problem) to be intellectually dishonest. Am I wrong?
Honestly, yes. It's like saying I really only like cars where I can open all 4 doors from the inside. That's fine, perfectly valid preference. Then you go test drive a car and say "Oh, I can't open the back seat doors, I don't like this car." Then the salesman tells you "Well, just flip this switch under the dash, it will disable child locks, and all the doors will open." And you reply "Yea, but the doors didn't open before." And then you don't get the car.

You're arguing that "I don't like broccoli, because broccoli tastes gross," and getting the reply "Well, just start liking broccoli" is unsatisfying. Which is totally valid. Pretty sure Ruin is pointing out that a lot of the complaints are the car example, not the broccoli example.
 

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