drjones said:I think one problem is that DnD has always been written and designed by nerds. Nerds want things to work in a logical manner. That someone was kidnapped to the land of the faeries is not enough. We want to know why it happened, how often it can happen, is there a saving throw etc. etc. while people with a less engineering based point of view just say 'its magic' and thats it.
So I think the OP is correct in 4es approach. I like fantasy and sci fi that makes sense and looks like the logical clockwork world we live in but twisted up. But adding the level of codified detail to the game to make such a world does not add much but page count.
Besides there is no evidence that 'The Ecology of the Quickling' type pieces will not be provided with tons of obsessively crossrefernced fluff. All we know is that they are trying to make the MM book more concise and the keyhole view we have of parts of a few mm entries.
If you want to avoid the ambiguities of 3E's charm "as written, and dominated (save ends)" would be a much better model of what I imagine the succubus' kiss to be.hong said:Well, mind-altering magic is always difficult to handle. I'm not sure what would be the best way to treat the succubus kiss, myself.
The thing is, 4e is really 2 games in one. It understands that the time you need RULES the most are when there is a conflict of some sort. It is at decision points that you need rules. Does what the PCs want to accomplish happen? Do they die from this attack? And so on.Zweischneid said:Many of the new powers have raised similar issues, i.e. the reactions of "wow, thats a brilliant & elegant way of solving issue X, that has always bugged me ... but wait ... what does it actually represent 'in-game'? How do I narrate the utilization of this?"
MerricB said:In 4e, if the DM wants to have a succubus have the king under her control and rule the kingdom through proxy, the DM can do so, without needing the monster's statblock in the Monster Manual to back up that decision.
At least, that's my impression of 4e. What do you think?
drjones said:I think one problem is that DnD has always been written and designed by nerds. Nerds want things to work in a logical manner. That someone was kidnapped to the land of the faeries is not enough. We want to know why it happened, how often it can happen, is there a saving throw etc. etc. while people with a less engineering based point of view just say 'its magic' and thats it.
I think this is a misrepresentation of the way the 4E ruleset works. I think 4E will provide hard-and-fast rules for covering 99.9% of gaming situations. Instead of trying to guess at and provide rules to cover all of the strange corner cases that occasionally arise in individual games, 4E will provide a framework for creating your own rulings in these situations. A much, much cleaner approach than the 'rules carpet-bomb' route that 3E took, admirable as that attempt was.Kamikaze Midget said:If I've said it once, I've said it twice:
"Make Stuff Up" sucks as a rule.
Specifically, I don't need $90 worth of rulebooks to tell me that I can just make stuff up as I go along. There are much easier, simpler, more flexible ways to resolve these conflicts than 900 pages of rules. I don't want WotC to say "Do whatever you want!" because oh thank you so much for your permission, no.
What I need, what I'm paying for, what I want, are rules.
Specifically so I don't have to make stuff up. I'm a busy man, I'm not playing D&D to write a collaborative narrative, I'm playing it because it is a game of plot resolution. If it doesn't give me a plot to resolve, if it doesn't give me a way to resolve it, it's not giving me what I want to play.
MerricB said:At least, that's my impression of 4e. What do you think?
Lizard said:I think the designers said "No one cares about anything but combat...lets not give them anything else."
Lizard said:If you want to play Amber or Nobilis, play Amber or Nobilis.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.