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*Dungeons & Dragons
Legend Lore says 'story not rules' (3/4)
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<blockquote data-quote="Ratskinner" data-source="post: 6096998" data-attributes="member: 6688937"><p>Yes. It is a very simple and handy mechanics, but it only has one setting. Its totally defined by conditions under which it is granted or not.</p><p></p><p></p><p></p><p>The trick, which hopefully players learn quickly, in such games is to make the descriptors <em>more</em> refined rather than cover them with "keyword" terms like we are used to in WotC-era D&D. So, an MHRP version of <em>Entangle</em> would place "tangled up in vines" on its target, rather than a "restrained" condition. In particular, conditions/effects that are big "on/off" switches (like "unconscious") usually have specific rules to restrict them. This has advantages and disadvantages, but mostly advantages, IME. For example, if you're "restrained" you are subject to whatever movement restrictions the game evinces to that condition, regardless of its source. However, if you are "tangled up in vines" then your opponents might use that to restrict your movement, hinder your attacks, or even try to drag or trip you by grabbing the vines you trail. The mechanics are then much more evocative of the actual fiction. On the other hand, as you note, they are somewhat dependent on the players' collective creativity. IME, its much harder to get experienced D&D players to think beyond keywords than it is to get new players to use such systems.</p><p></p><p></p><p></p><p>No argument that some folks just can't stand the fluidity of it all. I wouldn't say you need flavor text per se, but expectations around the table should be clear. The big problem here, is that while 4e has not-quite-freeform descriptors, you need system permission to use them (through having a power or whatnot.) Since 4e doesn't want to screw people, it makes that merely flavorful and applies them regardless. Thus giving the narrative headache of the "prone" Ooze, so that Captain Tripper doesn't suddenly feel useless. Systems that use freeform descriptors generally don't restrict which or what ones you have access to, other than through narrative sense.</p></blockquote><p></p>
[QUOTE="Ratskinner, post: 6096998, member: 6688937"] Yes. It is a very simple and handy mechanics, but it only has one setting. Its totally defined by conditions under which it is granted or not. The trick, which hopefully players learn quickly, in such games is to make the descriptors [I]more[/I] refined rather than cover them with "keyword" terms like we are used to in WotC-era D&D. So, an MHRP version of [I]Entangle[/I] would place "tangled up in vines" on its target, rather than a "restrained" condition. In particular, conditions/effects that are big "on/off" switches (like "unconscious") usually have specific rules to restrict them. This has advantages and disadvantages, but mostly advantages, IME. For example, if you're "restrained" you are subject to whatever movement restrictions the game evinces to that condition, regardless of its source. However, if you are "tangled up in vines" then your opponents might use that to restrict your movement, hinder your attacks, or even try to drag or trip you by grabbing the vines you trail. The mechanics are then much more evocative of the actual fiction. On the other hand, as you note, they are somewhat dependent on the players' collective creativity. IME, its much harder to get experienced D&D players to think beyond keywords than it is to get new players to use such systems. No argument that some folks just can't stand the fluidity of it all. I wouldn't say you need flavor text per se, but expectations around the table should be clear. The big problem here, is that while 4e has not-quite-freeform descriptors, you need system permission to use them (through having a power or whatnot.) Since 4e doesn't want to screw people, it makes that merely flavorful and applies them regardless. Thus giving the narrative headache of the "prone" Ooze, so that Captain Tripper doesn't suddenly feel useless. Systems that use freeform descriptors generally don't restrict which or what ones you have access to, other than through narrative sense. [/QUOTE]
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