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Manual of the Planes: The Evolution of Rules Complexity
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<blockquote data-quote="Lizard" data-source="post: 4605464" data-attributes="member: 1054"><p>Well, here's how I see it. A lot of 4e rules are based around how the old rules worked in actual play.</p><p></p><p>For example, healing times. Yes, it's idiotic/bizarre that all wounds are healed after you nap. But in actual 3.x play, after any fight, players would break out the thousands of potions of CLW and wands of ditto they carried around. No real adventuring party beyond 5th level or so ever began a day at less than full hit points. So 4e abstracted all this out and turned it into "Screw it, you're healed, whatever." (The problem is that they never SAID "We're abstracting the process of using minor curative potions/spells", leaving it appearing as if the game world has only two states: Fully Healed and Dead As A Doornail.)</p><p></p><p>In terms of flight -- would any party every fly faster than the slowest member on the Astral? In combat, the higher speed would be a boon, but for day to day travel, you'd fly as fast as Doofus The 3 Int Dwarf. So 4e simplified this to a fixed flight speed. Much less flavorful and interesting, but the gameplay experience is similar. (Except for wizards in Astral Combat, who can no longer skedaddle at ridiculous rates, I suppose...)</p></blockquote><p></p>
[QUOTE="Lizard, post: 4605464, member: 1054"] Well, here's how I see it. A lot of 4e rules are based around how the old rules worked in actual play. For example, healing times. Yes, it's idiotic/bizarre that all wounds are healed after you nap. But in actual 3.x play, after any fight, players would break out the thousands of potions of CLW and wands of ditto they carried around. No real adventuring party beyond 5th level or so ever began a day at less than full hit points. So 4e abstracted all this out and turned it into "Screw it, you're healed, whatever." (The problem is that they never SAID "We're abstracting the process of using minor curative potions/spells", leaving it appearing as if the game world has only two states: Fully Healed and Dead As A Doornail.) In terms of flight -- would any party every fly faster than the slowest member on the Astral? In combat, the higher speed would be a boon, but for day to day travel, you'd fly as fast as Doofus The 3 Int Dwarf. So 4e simplified this to a fixed flight speed. Much less flavorful and interesting, but the gameplay experience is similar. (Except for wizards in Astral Combat, who can no longer skedaddle at ridiculous rates, I suppose...) [/QUOTE]
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