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Mike Mearls on how 4E could have looked
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<blockquote data-quote="Jay Verkuilen" data-source="post: 7523931" data-attributes="member: 6873517"><p>Mike Mearls himself said that 4E was influenced by video games. Cooldown is a mechanic used in video games to avoid players spamming the same power over and over and to generally simulate the issue of more powerful abilities being harder and limited. Being influenced by video games isn't inherently bad. D&D influenced a ton of video games and was itself derivative of war-games. Similarly the card game influence is quite clear. Games like MtG (or just old games like spades, hearts, bridge, etc.) force players to make explicit choices about which card to play in a particular point in the game. This makes tradeoffs explicit and is an inherent feature of the Encounter/Daily system. It puts the choice of what you'll do in a particular turn front and center. </p><p></p><p></p><p></p><p>What's the point of all the hyperbole? It just decreases the signal-to-noise ratio.</p></blockquote><p></p>
[QUOTE="Jay Verkuilen, post: 7523931, member: 6873517"] Mike Mearls himself said that 4E was influenced by video games. Cooldown is a mechanic used in video games to avoid players spamming the same power over and over and to generally simulate the issue of more powerful abilities being harder and limited. Being influenced by video games isn't inherently bad. D&D influenced a ton of video games and was itself derivative of war-games. Similarly the card game influence is quite clear. Games like MtG (or just old games like spades, hearts, bridge, etc.) force players to make explicit choices about which card to play in a particular point in the game. This makes tradeoffs explicit and is an inherent feature of the Encounter/Daily system. It puts the choice of what you'll do in a particular turn front and center. What's the point of all the hyperbole? It just decreases the signal-to-noise ratio. [/QUOTE]
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