Crazy Jerome
First Post
To me, the idea that a rule "displays itself" in the game universe has it backward. The game universe is the Thing, the primary source. It comes first. The rules are there as a support structure to help the DM and the players agree on how events in the game universe play out.
In my ideal world, players should not say, "I have a fighter with Come and Get It. How do I describe this in the game world?" They should say, "I have a big guy with a sword, who likes to bait opponents into traps. What class and powers do I use to describe him in the rules?"
In practice, of course, it has never been that clear-cut. Even before 4E, players would often start with a class and then build a character concept around it...
Our table is very much biased towards a "concept first" approach to character design. And this is a big reason why we like 4E more than 3E. That flexibility of approach that Scribble talked about is a huge part of making that possible. We gladly give up the idea that the "fighter" label on the mechanics relates to something in-game, in order to have more of that. In fact, we did that in 3E, as much as we could. Comes from 13 years of Fantasy Hero prior to 3E, I guess. Plus, the limit of "not every possible concept is going to work in this system" is a feature, not a bug for us. Gets the creative juices flowing.
Now, it is true that we've always started the campaign with an idea of what kind of concepts, in general terrms, would be played. That necessarily means having some idea of which system is going to support them well. And most players have several concepts in mind that they are perfectly willing to pick one from. So if several of the concepts being discussed don't map well to 4E (or map much better to another system), then we'd merely play the other system. If only one person's first choice doesn't work, he or she has several more that are nearly as good.
So many people try to "play D&D with something else" that I think we sometimes lose sight of the fact that occasionally someone tries to "play something else with D&D".

I can see how a group that is primarily built around the idea of every player having a particular concept in mind, bringing it to the campaign which the DM has developed mainly independently, and then it all works--would find 4E very confining. I just can't imagine how 3E/3.5/PF would be much more freeing. Trying that kind of play with the idiosyncratic limits and traps in any d20 systems would drive me crazy (well, more crazy)--and send me straight off to GURPS or Hero.

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