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*Dungeons & Dragons
Mike Mearls and "Action Economy"
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<blockquote data-quote="Tony Vargas" data-source="post: 7389126" data-attributes="member: 996"><p>I'm not sure which part of that makes the least sense. The idea that 'economies' implied by having finite, quantitative, resources that must be managed, are merely 'perceived?' The inherent contradiction between the way 'narrative' is generally used in the RPG community (ie Forge 'narrativism') and the way 'immersion' is (as a subjective measure of the simulationist qualities of a system)? (Though, I neither usage makes much sense, in the first place, anyway.) Or the characterization of any (sub)system in D&D's long history as 'elegant?' </p><p></p><p>Particularly as to the last, the things that have struck me as bordering on elegance in D&D include, and are probably limited to, the consolidation of resolution into the d20 system, the design of the 3.x fighter, and the consolidation of saving throws into attack rolls. 5e retains one of those - though, I suppose, technically, things like guidance and bardic inspiration mess with the elegance of d20 just a bit.</p><p></p><p> Like Crouching Tiger/Hidden Dragon? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> Not that I think Jen acquiring the Green Destiny (or, rather it being essentially magical) exactly /made/ that story, but sure...</p><p> I take that quote more in the sense of DM Empowerment. Rather than have a hard-coded part in balance, magic items are gravy, there for the DM to ladle on as he sees fit. </p><p></p><p>I suppose trying to downplay action economy (since it /is/ there, it can't be eliminated, just de-emphasized in presentation), so that players will tend more towards just describing actions and leaving it to the DM to decide whether said action gets resolved in a single round or not (very old-school, actually, right out of the 1e DMG), could contribute to that, too. Anything that leaves uncertainty on the players' side of the screen for the DM to resolve, ultimately does.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7389126, member: 996"] I'm not sure which part of that makes the least sense. The idea that 'economies' implied by having finite, quantitative, resources that must be managed, are merely 'perceived?' The inherent contradiction between the way 'narrative' is generally used in the RPG community (ie Forge 'narrativism') and the way 'immersion' is (as a subjective measure of the simulationist qualities of a system)? (Though, I neither usage makes much sense, in the first place, anyway.) Or the characterization of any (sub)system in D&D's long history as 'elegant?' Particularly as to the last, the things that have struck me as bordering on elegance in D&D include, and are probably limited to, the consolidation of resolution into the d20 system, the design of the 3.x fighter, and the consolidation of saving throws into attack rolls. 5e retains one of those - though, I suppose, technically, things like guidance and bardic inspiration mess with the elegance of d20 just a bit. Like Crouching Tiger/Hidden Dragon? ;) Not that I think Jen acquiring the Green Destiny (or, rather it being essentially magical) exactly /made/ that story, but sure... I take that quote more in the sense of DM Empowerment. Rather than have a hard-coded part in balance, magic items are gravy, there for the DM to ladle on as he sees fit. I suppose trying to downplay action economy (since it /is/ there, it can't be eliminated, just de-emphasized in presentation), so that players will tend more towards just describing actions and leaving it to the DM to decide whether said action gets resolved in a single round or not (very old-school, actually, right out of the 1e DMG), could contribute to that, too. Anything that leaves uncertainty on the players' side of the screen for the DM to resolve, ultimately does. [/QUOTE]
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