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General Tabletop Discussion
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Mearls On D&D's Design Premises/Goals
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<blockquote data-quote="pemerton" data-source="post: 7759629" data-attributes="member: 42582"><p>You present this as if it is a dichotomy that covers the field.</p><p></p><p>Given that in my 4e game the PCs have set back ghouls with their prayers (other than by way of the Channel Divinity mechanics), used jellies at a banquet to illustrate the vulnerabilities of gelatinous cubes, opposed city officials in court cases, used their chaos sorcrery to seal the Abyss, tamed bears that were attacking them, stolen a triceratops from its hobgoblin handler and ridden it across the battlefield, and countless other stuff I can't recall - <em>none of which is an action declaration mentioned in the rulebooks or on a character sheet</em> - I don't recognise your characterisation.</p><p></p><p>Like many other posters in this thread, you seem to equate <em>uniform resolution system</em> with <em>a series of discrete quasi-simulationist subsystems for each field of possible endeavour</em>. That's not how 4e (and the games that inspired its mechanics, whether directly or indirectly - Maelstrom Storytelling, HeroWars/Quest, Prince Valiant and others) works.</p></blockquote><p></p>
[QUOTE="pemerton, post: 7759629, member: 42582"] You present this as if it is a dichotomy that covers the field. Given that in my 4e game the PCs have set back ghouls with their prayers (other than by way of the Channel Divinity mechanics), used jellies at a banquet to illustrate the vulnerabilities of gelatinous cubes, opposed city officials in court cases, used their chaos sorcrery to seal the Abyss, tamed bears that were attacking them, stolen a triceratops from its hobgoblin handler and ridden it across the battlefield, and countless other stuff I can't recall - [I]none of which is an action declaration mentioned in the rulebooks or on a character sheet[/I] - I don't recognise your characterisation. Like many other posters in this thread, you seem to equate [I]uniform resolution system[/I] with [I]a series of discrete quasi-simulationist subsystems for each field of possible endeavour[/I]. That's not how 4e (and the games that inspired its mechanics, whether directly or indirectly - Maelstrom Storytelling, HeroWars/Quest, Prince Valiant and others) works. [/QUOTE]
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