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General Tabletop Discussion
*Dungeons & Dragons
Legends & Lore 4/1/2013
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<blockquote data-quote="I'm A Banana" data-source="post: 6112571" data-attributes="member: 2067"><p>Sure, describing Tide of Iron differently is just re-fluffing, and re-fluffing is as old as <em>Chainmail</em>.</p><p></p><p>4e enabled more re-fluffing by the player by not allowing the narrative to actually influence the mechanics, unlike previous editions. That wall between story and gameplay means that the player is free to describe whatever they want without it affecting the actual gameplay at all. </p><p></p><p>And it's a contentious thing. What one player sees as liberating ("Yay, I can make up whatever I want and it won't change the balance of the game!"), another sees as horribly unsatisfying ("WTF, no matter what I describe this like, it doesn't do anything different? Great, I'm just an avatar for cold mechanics, what I do in the world doesn't count for crud"). </p><p></p><p>5e is likely to cross those streams by marrying the math very closely to the world initially (so that the mechanics <em>always</em> describe something your character is <em>actually doing</em>, and the difference between those actions matters mechanically), while allowing groups who want to divorce that to rest a little more on the underlying math. IE: they're just going to hide it better.</p><p></p><p>We haven't seen much of that, likely because they're still tweaking the math, and they want the rules to match closely to what characters are are actually doing at first. </p><p></p><p>They'll probably choose that as something you opt into, rather than the way the game operates on a basic level, because a tight marriage between the gameplay and the story are key for newbies, and because re-fluffing is always something you do once you're familiar with the thing you're re-fluffing anyway.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 6112571, member: 2067"] Sure, describing Tide of Iron differently is just re-fluffing, and re-fluffing is as old as [I]Chainmail[/I]. 4e enabled more re-fluffing by the player by not allowing the narrative to actually influence the mechanics, unlike previous editions. That wall between story and gameplay means that the player is free to describe whatever they want without it affecting the actual gameplay at all. And it's a contentious thing. What one player sees as liberating ("Yay, I can make up whatever I want and it won't change the balance of the game!"), another sees as horribly unsatisfying ("WTF, no matter what I describe this like, it doesn't do anything different? Great, I'm just an avatar for cold mechanics, what I do in the world doesn't count for crud"). 5e is likely to cross those streams by marrying the math very closely to the world initially (so that the mechanics [I]always[/I] describe something your character is [I]actually doing[/I], and the difference between those actions matters mechanically), while allowing groups who want to divorce that to rest a little more on the underlying math. IE: they're just going to hide it better. We haven't seen much of that, likely because they're still tweaking the math, and they want the rules to match closely to what characters are are actually doing at first. They'll probably choose that as something you opt into, rather than the way the game operates on a basic level, because a tight marriage between the gameplay and the story are key for newbies, and because re-fluffing is always something you do once you're familiar with the thing you're re-fluffing anyway. [/QUOTE]
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