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L&L December 16th Can you feel it?
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<blockquote data-quote="Majoru Oakheart" data-source="post: 6233736" data-attributes="member: 5143"><p>Let me summarize:</p><p></p><p>1. They've decided that the "feel" of D&D consists of you making the same decision making process as your character. Your character decides whether Sleep, Charm Person, or Magic Missile is a better option to prepare today. So do you. Your character decides to wear heavier armor in exchange for less mobility, so do you. The implication here is that this is in contrast to some other games that use narrative mechanics(like 4e) where some of the thought process is different for the player than it is for the character(like deciding if this is a good round to use an Encounter power as a fighter).</p><p></p><p>2. People are looking for different things from their gaming experience. Some players come into the game after having never played D&D before and only watched Fantasy movies or read fantasy books. The wizards in these stories often cast spells quite differently from D&D wizards. So, his first point was that in order to make D&D Next "feel" like D&D, they might have to alienate some people who are expecting magic to work some other way(the implication being that in order to make magic work like it does in Fantasy stories, you'd have to use some sort of mechanic that would require you to use a different decision making process than your characters does...something like 4e). But they'll consider alternate methods of making these people happy.</p><p></p><p>3. As part of this, they want you to make decisions at the same speed as your character. A character has 2 seconds to decide what attack to use against the monster. The rules should be fast enough that you can make the same decision in the same amount of time. It shouldn't take minutes to resolve a single attack because that attack only takes seconds in game. However, if a mechanic is supposed to simulate something that might take months to do in game, it can be more complicated and take more time to resolve.</p><p></p><p>4. The things described in the game should make sense with the mechanics that go with it. Plate armor protects more than Leather armor. Giants are stronger than orcs. Mechanics shouldn't become so abstract that they become disconnected from what is happening in the game world. Neither should they become so detailed and realistic that they cause problems like the game slowing down or getting bogged down in unimportant details. The example given is Rogue's Sneak attack. Define it in too much detail and you need to worry about whether it works on undead or whether you can use it if a creature is really tall. If you leave the ability more abstract, it just works on everything without worrying about the details of how it works. He says this balance is very complicated and hard to find.</p></blockquote><p></p>
[QUOTE="Majoru Oakheart, post: 6233736, member: 5143"] Let me summarize: 1. They've decided that the "feel" of D&D consists of you making the same decision making process as your character. Your character decides whether Sleep, Charm Person, or Magic Missile is a better option to prepare today. So do you. Your character decides to wear heavier armor in exchange for less mobility, so do you. The implication here is that this is in contrast to some other games that use narrative mechanics(like 4e) where some of the thought process is different for the player than it is for the character(like deciding if this is a good round to use an Encounter power as a fighter). 2. People are looking for different things from their gaming experience. Some players come into the game after having never played D&D before and only watched Fantasy movies or read fantasy books. The wizards in these stories often cast spells quite differently from D&D wizards. So, his first point was that in order to make D&D Next "feel" like D&D, they might have to alienate some people who are expecting magic to work some other way(the implication being that in order to make magic work like it does in Fantasy stories, you'd have to use some sort of mechanic that would require you to use a different decision making process than your characters does...something like 4e). But they'll consider alternate methods of making these people happy. 3. As part of this, they want you to make decisions at the same speed as your character. A character has 2 seconds to decide what attack to use against the monster. The rules should be fast enough that you can make the same decision in the same amount of time. It shouldn't take minutes to resolve a single attack because that attack only takes seconds in game. However, if a mechanic is supposed to simulate something that might take months to do in game, it can be more complicated and take more time to resolve. 4. The things described in the game should make sense with the mechanics that go with it. Plate armor protects more than Leather armor. Giants are stronger than orcs. Mechanics shouldn't become so abstract that they become disconnected from what is happening in the game world. Neither should they become so detailed and realistic that they cause problems like the game slowing down or getting bogged down in unimportant details. The example given is Rogue's Sneak attack. Define it in too much detail and you need to worry about whether it works on undead or whether you can use it if a creature is really tall. If you leave the ability more abstract, it just works on everything without worrying about the details of how it works. He says this balance is very complicated and hard to find. [/QUOTE]
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