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Mearls' Legends and Lore (or, "All Roads Lead to Rome, Redux")
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<blockquote data-quote="BryonD" data-source="post: 5499201" data-attributes="member: 957"><p>I don't recognize this as remotely resembling anything I play.</p><p></p><p>Yes, the dice provide a random element to the final details. But the parameters and degrees of freedom over which the dice have control are entirely under the control of the DM. </p><p></p><p>There are times when you *want* things to really come down to fate. And in that specific case, your description fits. But that is only because the DM endorsed it. If the DM wants more control, the DM can very easily impose it. </p><p></p><p>And, if done right, it should go back to being about the concept of the area being traveled and if dice and rules did not exist and the party was really there, what are the potential ways it could play out. Then you use rules and dice to simulate that with the reality of the dice as invisible to the action as humanly possible.</p><p></p><p>For a well run game, your statement of "zero control" is just completely wrong.</p><p></p><p>I think you do describe 4E correctly. But your description is very unappealing. Yes, you control the pace. But you pay a price in back fitting story to mechanics. And since you can have that in 3E without the price, to me it is a no brainer which is the preferable choice. </p><p></p><p>Now clearly if you WANT the mechanics/story dynamic that 4E is built upon, then it is a great thing. But it really takes the whole experience in a different direction.</p></blockquote><p></p>
[QUOTE="BryonD, post: 5499201, member: 957"] I don't recognize this as remotely resembling anything I play. Yes, the dice provide a random element to the final details. But the parameters and degrees of freedom over which the dice have control are entirely under the control of the DM. There are times when you *want* things to really come down to fate. And in that specific case, your description fits. But that is only because the DM endorsed it. If the DM wants more control, the DM can very easily impose it. And, if done right, it should go back to being about the concept of the area being traveled and if dice and rules did not exist and the party was really there, what are the potential ways it could play out. Then you use rules and dice to simulate that with the reality of the dice as invisible to the action as humanly possible. For a well run game, your statement of "zero control" is just completely wrong. I think you do describe 4E correctly. But your description is very unappealing. Yes, you control the pace. But you pay a price in back fitting story to mechanics. And since you can have that in 3E without the price, to me it is a no brainer which is the preferable choice. Now clearly if you WANT the mechanics/story dynamic that 4E is built upon, then it is a great thing. But it really takes the whole experience in a different direction. [/QUOTE]
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Mearls' Legends and Lore (or, "All Roads Lead to Rome, Redux")
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