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D&D Older Editions, OSR, & D&D Variants
Just played my first 4E game
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<blockquote data-quote="DandD" data-source="post: 4382697" data-attributes="member: 55168"><p>Narration is for interpreting the rules. Narration especially helps where the rules are really abstract, like hitpoints. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p>Player-narrations are not a immunity-device to make your character impervious to the actions of the game environment or the NPCs and monsters. </p><p>And the character will know something had an effect if he suceeds in doing it. </p><p>Metagame knowledge. We agree. </p><p>These are also metagame knowledge. Or how are you going to explain that the Paladin can't smite evil more often, the rogue cannot evade such a deadly blow once more this day, or the stunning fist-dudes can't stun more baddies? They are limited by the game rules, which tell how many times you can do this per day. </p><p>Good that we agree again. </p><p>Defensive rolls and stunning fists aren't magical at all. Yet you can only do them a limited times per day. And you should ask yourself, why do things only get better WHEN you level up. No matter how hard a D&D-character trains, if he's not level 20, he's not one of the best. An 80-year old dude can and will be a lowly level 1 commoner (with at best a little bit better wisdom, intelligence and perhaps charisma), unless he goes on adventure. Pure game-mechanics, only appliable for players. </p><p> </p><p>You don't forget them, you use better abilities that do the things even better (or you don't choose a new one and stick with the older ability, a thing you can do in 4th edition - the same as in 3rd edition Tome of Battle). It's an ongoing learning effect, where your older things improve. </p><p>It's a mechanical trick to help players if they get into more fights. Also, you explained it yourself anyway. Here's your answer with your own words: "Not at all. Anything that is limited in application per (time period) is very easy to explain. Its magic pure and simple." If you want, you can say that the magic of the magical item that is attuned to you gets recharged because of your inner strenght and willpower, as you prepare to face another danger. And if you don't want to, then that's okay too. </p><p>Because you are mentally and physically so exhausted that it really can't help you anymore. However, it will still stop you from dying, even after you're out of healing surges. Exactly. Now you see it too. Explanations are only for the people who bicker and complain all the time. Sometimes, the explanation works. Sometimes, it doesn't, and no other explanation will work, no matter what edition and whatever game you play.</p></blockquote><p></p>
[QUOTE="DandD, post: 4382697, member: 55168"] Narration is for interpreting the rules. Narration especially helps where the rules are really abstract, like hitpoints. ;) Player-narrations are not a immunity-device to make your character impervious to the actions of the game environment or the NPCs and monsters. And the character will know something had an effect if he suceeds in doing it. Metagame knowledge. We agree. These are also metagame knowledge. Or how are you going to explain that the Paladin can't smite evil more often, the rogue cannot evade such a deadly blow once more this day, or the stunning fist-dudes can't stun more baddies? They are limited by the game rules, which tell how many times you can do this per day. Good that we agree again. Defensive rolls and stunning fists aren't magical at all. Yet you can only do them a limited times per day. And you should ask yourself, why do things only get better WHEN you level up. No matter how hard a D&D-character trains, if he's not level 20, he's not one of the best. An 80-year old dude can and will be a lowly level 1 commoner (with at best a little bit better wisdom, intelligence and perhaps charisma), unless he goes on adventure. Pure game-mechanics, only appliable for players. You don't forget them, you use better abilities that do the things even better (or you don't choose a new one and stick with the older ability, a thing you can do in 4th edition - the same as in 3rd edition Tome of Battle). It's an ongoing learning effect, where your older things improve. It's a mechanical trick to help players if they get into more fights. Also, you explained it yourself anyway. Here's your answer with your own words: "Not at all. Anything that is limited in application per (time period) is very easy to explain. Its magic pure and simple." If you want, you can say that the magic of the magical item that is attuned to you gets recharged because of your inner strenght and willpower, as you prepare to face another danger. And if you don't want to, then that's okay too. Because you are mentally and physically so exhausted that it really can't help you anymore. However, it will still stop you from dying, even after you're out of healing surges. Exactly. Now you see it too. Explanations are only for the people who bicker and complain all the time. Sometimes, the explanation works. Sometimes, it doesn't, and no other explanation will work, no matter what edition and whatever game you play. [/QUOTE]
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Just played my first 4E game
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