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Legends and Lore - Nod To Realism
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<blockquote data-quote="Tymophil" data-source="post: 5755335" data-attributes="member: 46923"><p>Yes, they give you a flavour text, it is a step in the right direction. This is a feature I point people to when they say that D&D4 is a "rules only" system.</p><p></p><p>Unfortunately, the designers did not emphazise that <em>heartening and guiding</em> is related with other mechanism (hp, bonus to hit, etc.). <strong>Flavour text was a step in the right direction</strong>, but, in my humble opinion, it should have been <strong>doubled</strong> with a flavour text or examples, describing those effects, in the rules for the DM and players alike. For exemple, it should have made clearer that there is a strong link between confidence and hit points. In fact, designer notes were needed for both beginners and veteran alike. I miss them in D&D4... For example, they would have been useful to point the veteran to those flavour texts like you did.</p><p></p><p>Moreover, in the introductionary adventure (<em>Keep on the Shadowfell</em>), there should have been lots of advices/examples/situations/scenes where the link should have been strikingly evident.</p><p></p><p>In fact, I think the designers of D&D4 were overconfident. They seem to have thought that the new edition of D&D would be accepted smoothly... They included some rules/mechanisms that meant a shift in some basic features of D&D (AC, powers, hp, etc.) and did not stress the shift...</p><p></p><p>In a nutshell, my point is that D&D4 has many (most) of the ingredients required to build a believable fictionnal reality... But it takes quite a fair amount of energy from the user (GM and player) to make them surface.</p></blockquote><p></p>
[QUOTE="Tymophil, post: 5755335, member: 46923"] Yes, they give you a flavour text, it is a step in the right direction. This is a feature I point people to when they say that D&D4 is a "rules only" system. Unfortunately, the designers did not emphazise that [I]heartening and guiding[/I] is related with other mechanism (hp, bonus to hit, etc.). [B]Flavour text was a step in the right direction[/B], but, in my humble opinion, it should have been [B]doubled[/B] with a flavour text or examples, describing those effects, in the rules for the DM and players alike. For exemple, it should have made clearer that there is a strong link between confidence and hit points. In fact, designer notes were needed for both beginners and veteran alike. I miss them in D&D4... For example, they would have been useful to point the veteran to those flavour texts like you did. Moreover, in the introductionary adventure ([I]Keep on the Shadowfell[/I]), there should have been lots of advices/examples/situations/scenes where the link should have been strikingly evident. In fact, I think the designers of D&D4 were overconfident. They seem to have thought that the new edition of D&D would be accepted smoothly... They included some rules/mechanisms that meant a shift in some basic features of D&D (AC, powers, hp, etc.) and did not stress the shift... In a nutshell, my point is that D&D4 has many (most) of the ingredients required to build a believable fictionnal reality... But it takes quite a fair amount of energy from the user (GM and player) to make them surface. [/QUOTE]
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