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<blockquote data-quote="Neonchameleon" data-source="post: 6163113" data-attributes="member: 87792"><p>I can understand where you are coming from. But I have a simple follow-up question to that. <em>Why in the name of the little black pig do you touch D&D with a ten foot bargepole?</em> Every edition of D&D that there has ever been has been a relatively big and bulky game with a lot of special cases. Yes, that includes Brown/White Box D&D. And that's even before we get into the D&D magic system.</p><p></p><p>Seriously, you sound like someone who would really enjoy Dungeon World.</p><p></p><p></p><p> </p><p>This is false. If you <em>take away my ability to estimate the outcome of my actions</em> (which is one thing p42 gives me) then you disempower me, and insulate me from the fiction and understanding the world we are working in.</p><p></p><p></p><p> </p><p>Um... no. Pushing the daily power button has a logistical cost. Improvising does not. So it's like getting the daily power effect <em>without spending the resources.</em> Which is pretty big. And you miss something huge. The key to great strategy is not to defeat the enemy, it's to make the enemy irrelevant. Daily powers work on defeating the enemy.</p><p></p><p></p><p></p><p>Again, false. If I wasn't willing to accept risk <em>I wouldn't be an adventurer</em>. As an adventurer I balance risks. And believe me, my characters take ones that leave the rest of the table shocked.</p><p></p><p></p><p></p><p>Indeed. But I don't know how much improv drama you've done. And I don't know whether you've watched Whose Line Is It Anyway. In an improv model, rules are props. Nothing more, nothing less. Props add a certain dynamic to improv - good and ill.</p><p></p><p></p><p></p><p>And the system used to adjudicate it should be balanced. With the imbalance coming from which toggles to select and what the improvisation actually does.</p><p></p><p></p><p></p><p>This I'll agree with. My DC 25 tightrope example is mostly from discussions of D&D Next where you need to be <em>ridiculously</em> good to not fall off a tightrope; the mathematically best rogue I have been able to make, a thief acrobat with all possible feats and skill boosts still has a 1/8 chance of falling off a tightrope when not under additional pressure (taking 10 would only lower the odds).</p><p></p><p></p><p> </p><p>If those are the reasons why would you do it?</p><p></p><p></p><p> </p><p>That's Mike Mearls. The lead writer of Keep on the Shadowfell, Pyramid of Shadows, and Heroes of Shadow - or the worst two modules produced for 4e and the worst player side book. Plus "Stay away from stuns" is not exactly rocket science when improvising.</p><p></p><p></p><p></p><p>Most of it is the <em>other</em> set of DCs. The improv DC table.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 6163113, member: 87792"] I can understand where you are coming from. But I have a simple follow-up question to that. [I]Why in the name of the little black pig do you touch D&D with a ten foot bargepole?[/I] Every edition of D&D that there has ever been has been a relatively big and bulky game with a lot of special cases. Yes, that includes Brown/White Box D&D. And that's even before we get into the D&D magic system. Seriously, you sound like someone who would really enjoy Dungeon World. This is false. If you [I]take away my ability to estimate the outcome of my actions[/I] (which is one thing p42 gives me) then you disempower me, and insulate me from the fiction and understanding the world we are working in. Um... no. Pushing the daily power button has a logistical cost. Improvising does not. So it's like getting the daily power effect [I]without spending the resources.[/I] Which is pretty big. And you miss something huge. The key to great strategy is not to defeat the enemy, it's to make the enemy irrelevant. Daily powers work on defeating the enemy. Again, false. If I wasn't willing to accept risk [I]I wouldn't be an adventurer[/I]. As an adventurer I balance risks. And believe me, my characters take ones that leave the rest of the table shocked. Indeed. But I don't know how much improv drama you've done. And I don't know whether you've watched Whose Line Is It Anyway. In an improv model, rules are props. Nothing more, nothing less. Props add a certain dynamic to improv - good and ill. And the system used to adjudicate it should be balanced. With the imbalance coming from which toggles to select and what the improvisation actually does. This I'll agree with. My DC 25 tightrope example is mostly from discussions of D&D Next where you need to be [I]ridiculously[/I] good to not fall off a tightrope; the mathematically best rogue I have been able to make, a thief acrobat with all possible feats and skill boosts still has a 1/8 chance of falling off a tightrope when not under additional pressure (taking 10 would only lower the odds). If those are the reasons why would you do it? That's Mike Mearls. The lead writer of Keep on the Shadowfell, Pyramid of Shadows, and Heroes of Shadow - or the worst two modules produced for 4e and the worst player side book. Plus "Stay away from stuns" is not exactly rocket science when improvising. Most of it is the [I]other[/I] set of DCs. The improv DC table. [/QUOTE]
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