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<blockquote data-quote="Crazy Jerome" data-source="post: 5755532" data-attributes="member: 54877"><p>This mirrors my experience. It is part of the reason why I find 4E healing, complete with warlord powers and healing surges, less immersion destroying than pure hit points. Most purely physical "adrenaline" style mechanics coupled with hit points get to complicated and/or encourage the players to metagame into edge cases such that I find the results highly implausible. So they are immersion destroying for me. </p><p> </p><p>However, my "shallow immersion" is mainly predicated on getting plausible results in the flow of the story, not process or micro focus on details. When I focus on details, it is seldom related to mechanics, but in finer points of the story line--e.g. presentation of crucial information.</p><p> </p><p>And it is also true that any process simulation process invariably forces the game into the core of that simulation. (Well, it does if the process simulation is well done. And if it isn't well done, why would you want it?) Since game designers seldom make games that cater to my style preferences, then the only way I can have my style supported is by a game that focuses more on general results. It is what drove me to Hero System, away from D&D 2E, in the first place. </p><p> </p><p>BTW, all of this is also one of the many reasons why the 3E craft rules offend my sensibilities so much. The micro details of the process are poorly designed, and the results are ludicrous. But because it is embedded into the skill system, it is harder to ignore than it first appears. You can't really replace it the way it needs to be replaced without redesiging the skill system, the feat system, or both--and tampering with those ricochet into classes, messing the whole system up. So I end up dropping it. But it just being the core book interferes with my immersion in the game world, the same way goofy weapon weights does. I tell ya, what brings people in and out of the game world is highly personal. <img src="http://www.enworld.org/forum/images/smilies/laugh.png" class="smilie" loading="lazy" alt=":lol:" title="Laughing :lol:" data-shortname=":lol:" /></p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5755532, member: 54877"] This mirrors my experience. It is part of the reason why I find 4E healing, complete with warlord powers and healing surges, less immersion destroying than pure hit points. Most purely physical "adrenaline" style mechanics coupled with hit points get to complicated and/or encourage the players to metagame into edge cases such that I find the results highly implausible. So they are immersion destroying for me. However, my "shallow immersion" is mainly predicated on getting plausible results in the flow of the story, not process or micro focus on details. When I focus on details, it is seldom related to mechanics, but in finer points of the story line--e.g. presentation of crucial information. And it is also true that any process simulation process invariably forces the game into the core of that simulation. (Well, it does if the process simulation is well done. And if it isn't well done, why would you want it?) Since game designers seldom make games that cater to my style preferences, then the only way I can have my style supported is by a game that focuses more on general results. It is what drove me to Hero System, away from D&D 2E, in the first place. BTW, all of this is also one of the many reasons why the 3E craft rules offend my sensibilities so much. The micro details of the process are poorly designed, and the results are ludicrous. But because it is embedded into the skill system, it is harder to ignore than it first appears. You can't really replace it the way it needs to be replaced without redesiging the skill system, the feat system, or both--and tampering with those ricochet into classes, messing the whole system up. So I end up dropping it. But it just being the core book interferes with my immersion in the game world, the same way goofy weapon weights does. I tell ya, what brings people in and out of the game world is highly personal. :lol: [/QUOTE]
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