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Mearls: Abilities as the core?
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<blockquote data-quote="Naszir" data-source="post: 5616397" data-attributes="member: 55043"><p>Part of RPGing is the reaction both the players and the DM take to the rolls?</p><p></p><p>I wonder how many people agree that there are three components that are being talked about here:</p><p></p><p><strong> There is role-playing </strong>: This is the story the DM tells, the creatures he decides to pit against the heroes and the NPC's and the constant shared story building expierence. This includes character to character banter and character to DM banter. There is no rules crunch here. This is part novel/part movie/part improv.</p><p></p><p><strong> There is the game </strong>: The crunch. The combat system, the skills and the skill challenge system. My character is this strong/smart/fast compartively to my companions and the world around me. My character has this many hit points and his defenses are this good and this gives a sense that there is a chance that my character is this good in defeating his opponents, is this good in being successful at certain skills and there is a chance that he may die.</p><p></p><p>I think eveyone has a different idea of how much they want the crunch to influence the role-playing. If you enjoy more of the character interaction and storytelling you don't want a heavy rules game. If you enjoy more of a "game" then you want to be able to fiddle with the crunch.</p><p></p><p><strong> Then there are the parts that are a bit of both </strong>: How does my character react to the fact that they failed their skill check in negotiation to get the King's help? When I make a successful attack against a creature I can come up with a description of that attack. When my character is dies because of either bad luck or choices that put him in a bad position I can come up with a dramatic end to his story. </p><p></p><p>These three components have always been there to varying degrees. 4e may have taken the combat crunch/role-playing to a new level by including fluff descriptions with the powers for the martial characters. This was already being done in earlier editons with spell-casters so it doesn't seem like a big leap. The whole "you're ruining my role-playing with 4e powers" doesn't hold water with me.</p><p></p><p>In the end RPGing is all a bizarre balancing act that we all go through differently.</p></blockquote><p></p>
[QUOTE="Naszir, post: 5616397, member: 55043"] Part of RPGing is the reaction both the players and the DM take to the rolls? I wonder how many people agree that there are three components that are being talked about here: [b] There is role-playing [/b]: This is the story the DM tells, the creatures he decides to pit against the heroes and the NPC's and the constant shared story building expierence. This includes character to character banter and character to DM banter. There is no rules crunch here. This is part novel/part movie/part improv. [b] There is the game [/b]: The crunch. The combat system, the skills and the skill challenge system. My character is this strong/smart/fast compartively to my companions and the world around me. My character has this many hit points and his defenses are this good and this gives a sense that there is a chance that my character is this good in defeating his opponents, is this good in being successful at certain skills and there is a chance that he may die. I think eveyone has a different idea of how much they want the crunch to influence the role-playing. If you enjoy more of the character interaction and storytelling you don't want a heavy rules game. If you enjoy more of a "game" then you want to be able to fiddle with the crunch. [b] Then there are the parts that are a bit of both [/b]: How does my character react to the fact that they failed their skill check in negotiation to get the King's help? When I make a successful attack against a creature I can come up with a description of that attack. When my character is dies because of either bad luck or choices that put him in a bad position I can come up with a dramatic end to his story. These three components have always been there to varying degrees. 4e may have taken the combat crunch/role-playing to a new level by including fluff descriptions with the powers for the martial characters. This was already being done in earlier editons with spell-casters so it doesn't seem like a big leap. The whole "you're ruining my role-playing with 4e powers" doesn't hold water with me. In the end RPGing is all a bizarre balancing act that we all go through differently. [/QUOTE]
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