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Just played my first 4E game
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<blockquote data-quote="ProfessorCirno" data-source="post: 4380499" data-attributes="member: 65637"><p>Out of curiosity, when did it become the job of the player to justify the rules?</p><p></p><p>In previous games, magic AND non-magic effects did what they described. A fireball was <em>a ball of fire</em>, and it destroyed things and set other things on fire. But in 4e, it's not a ball of fire - it's a very specific damage effect that doesn't set anything on fire. Same with non-magical abilities. Whirlwind did exactly what it said - you whirl around and attack everything around you, and you could do it whenever the opportunity presented itself. Tripping was <em>tripping someone</em>. And when someone couldn't use magic more then X times a day, it's because <em>it was magic</em>. Yes, there were non-magical x/day abilities, but the thing was, <em>people didn't like those</em>. So why add <strong>more</strong>?</p><p></p><p>That's the issue people have with 4e. As someone's sig that I really like said, you should build combat around the world, not the world around combat. But 4e doesn't do either - the world and combat are in separate little boxes that aren't allowed to interact. When the abilities are looked at, they aren't looked at as "How does this character interact with the world?"</p><p></p><p>And thus, the players have to attempt to put the two together and justify it.</p></blockquote><p></p>
[QUOTE="ProfessorCirno, post: 4380499, member: 65637"] Out of curiosity, when did it become the job of the player to justify the rules? In previous games, magic AND non-magic effects did what they described. A fireball was [i]a ball of fire[/i], and it destroyed things and set other things on fire. But in 4e, it's not a ball of fire - it's a very specific damage effect that doesn't set anything on fire. Same with non-magical abilities. Whirlwind did exactly what it said - you whirl around and attack everything around you, and you could do it whenever the opportunity presented itself. Tripping was [i]tripping someone[/i]. And when someone couldn't use magic more then X times a day, it's because [i]it was magic[/i]. Yes, there were non-magical x/day abilities, but the thing was, [i]people didn't like those[/i]. So why add [b]more[/b]? That's the issue people have with 4e. As someone's sig that I really like said, you should build combat around the world, not the world around combat. But 4e doesn't do either - the world and combat are in separate little boxes that aren't allowed to interact. When the abilities are looked at, they aren't looked at as "How does this character interact with the world?" And thus, the players have to attempt to put the two together and justify it. [/QUOTE]
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