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Mearl's Book Design Philosophy
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<blockquote data-quote="doctorbadwolf" data-source="post: 6936108" data-attributes="member: 6704184"><p>[MENTION=48965]Imaro[/MENTION] IMO, you can't just dismiss the powers being set up like they are. It's part of how the edition is structured. So that a player doesn't need the book to understand their character. </p><p></p><p>More to the point, while the powers do very different things, what they do is straightforward and easy to understand by reading the power. You don't need to relearn the game to play a different class with different powers, because everyone uses the same rules language and structure. </p><p></p><p>As for action economy, more bits doesn't necessarily mean more complexity. Ten red dots isn't more complicated than four red dots. </p><p></p><p>The actions are all extremely easy to understand. Standard action is your main action, immediate interrupts interrupt things while immediate reactions happen immediately after, as a reaction to the thing, move action is what you use to move, free action can be used whenever, and is essentially free, "no action" is barely even a game term, it is always explicitly clear when you do a thing that requires no action. They do what they say on the tin. Like I said, I've never seen anyone be confused by it, but I have seen many new players be confused by movement (why isn't it an action?) and bonus actions, and the language of things like using a bonus action to take the Hide action. 4e, worst thing is people forgetting they can use an immediate interrupt power. I've never had to stop and re-explain the entire action system to a 4e player. </p><p></p><p>Now, using the action economy to destroy life and become the god of Ood is much harder, <em>which is exactly how to make a good game. </em>Easy to learn, harder to master. </p><p></p><p>Vancian casting just confuses people. You really gonna tell me you haven't seen this? </p><p></p><p>Not to mention, you do have to basically relearn the game to go from fighter to Druid in 5e. Or even fighter to paladin.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 6936108, member: 6704184"] [MENTION=48965]Imaro[/MENTION] IMO, you can't just dismiss the powers being set up like they are. It's part of how the edition is structured. So that a player doesn't need the book to understand their character. More to the point, while the powers do very different things, what they do is straightforward and easy to understand by reading the power. You don't need to relearn the game to play a different class with different powers, because everyone uses the same rules language and structure. As for action economy, more bits doesn't necessarily mean more complexity. Ten red dots isn't more complicated than four red dots. The actions are all extremely easy to understand. Standard action is your main action, immediate interrupts interrupt things while immediate reactions happen immediately after, as a reaction to the thing, move action is what you use to move, free action can be used whenever, and is essentially free, "no action" is barely even a game term, it is always explicitly clear when you do a thing that requires no action. They do what they say on the tin. Like I said, I've never seen anyone be confused by it, but I have seen many new players be confused by movement (why isn't it an action?) and bonus actions, and the language of things like using a bonus action to take the Hide action. 4e, worst thing is people forgetting they can use an immediate interrupt power. I've never had to stop and re-explain the entire action system to a 4e player. Now, using the action economy to destroy life and become the god of Ood is much harder, [I]which is exactly how to make a good game. [/I]Easy to learn, harder to master. Vancian casting just confuses people. You really gonna tell me you haven't seen this? Not to mention, you do have to basically relearn the game to go from fighter to Druid in 5e. Or even fighter to paladin. [/QUOTE]
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