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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Just played my first 4E game
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 4379576" data-attributes="member: 710"><p>Maybe. But maybe this more points out the fact that the analogy to "video-games" just fails. </p><p></p><p>And ultimately, crafting never helped my role-playing.</p><p>The last time I used a Craft skill in a role-playing game, it was in a Black-Eye (Das Schwarze Auge) game, and I used it to have at least some stuff where I could use my skills for. (And I didn't have the impression that the rules really explained what I had to roll or how often to create the wooden shield I was working on. Strangely enough, the math of DSA still makes me feel a computer might be better suited to calculate it then a player, but that wouldn't help me enjoy the game more, either. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f641.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":(" title="Frown :(" data-smilie="3"data-shortname=":(" /> [/tangent])</p><p></p><p>I think games are fine omitting rules for things not relevant to most game scenarios. There are no rules for pregnancy, either, though we would need them to "simualate" pseudo-medieval life (and it might also help us understand the entire Dragonboob issue <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> ).</p><p></p><p></p><p>Well, most characters just buy the items they need, too. Setting up a smithy shop just to create your own sword sounds a bit to involved if you could just buy one from an established smith or trader. The "modding" rules are again far more important, since magical items will always be required. </p><p></p><p>(Programming isn't really an exception. It's not really "realistic" to assume that a busy shadowrunner has the ability to recreate or even exceed over what a full team of software developers could create. </p><p>But that's just a part of the trope of Shadowrun or Cyberpunk - like fighting Dragons and Giants is in D&D <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p>If I was to create a Cyberpunk-type game, I might adapt this idea and incorporate the thought of open source - real hackers use open source software for their hacking, and all you do as a hacker is to create some small modifications to better suite the situation at hand...)</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 4379576, member: 710"] Maybe. But maybe this more points out the fact that the analogy to "video-games" just fails. And ultimately, crafting never helped my role-playing. The last time I used a Craft skill in a role-playing game, it was in a Black-Eye (Das Schwarze Auge) game, and I used it to have at least some stuff where I could use my skills for. (And I didn't have the impression that the rules really explained what I had to roll or how often to create the wooden shield I was working on. Strangely enough, the math of DSA still makes me feel a computer might be better suited to calculate it then a player, but that wouldn't help me enjoy the game more, either. :( [/tangent]) I think games are fine omitting rules for things not relevant to most game scenarios. There are no rules for pregnancy, either, though we would need them to "simualate" pseudo-medieval life (and it might also help us understand the entire Dragonboob issue :) ). Well, most characters just buy the items they need, too. Setting up a smithy shop just to create your own sword sounds a bit to involved if you could just buy one from an established smith or trader. The "modding" rules are again far more important, since magical items will always be required. (Programming isn't really an exception. It's not really "realistic" to assume that a busy shadowrunner has the ability to recreate or even exceed over what a full team of software developers could create. But that's just a part of the trope of Shadowrun or Cyberpunk - like fighting Dragons and Giants is in D&D :) If I was to create a Cyberpunk-type game, I might adapt this idea and incorporate the thought of open source - real hackers use open source software for their hacking, and all you do as a hacker is to create some small modifications to better suite the situation at hand...) [/QUOTE]
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Just played my first 4E game
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