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Monsters are more than their stats
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<blockquote data-quote="Majoru Oakheart" data-source="post: 4174960" data-attributes="member: 5143"><p>And you do get rules. You get rules that allow you to resolve most of the actual in game actions players can take. If they use their power on a creature, you'll know exactly how it works and what it's effects are. If you want to know how easy it is for a player to climb a wall, I can assure you it is written in the book.</p><p></p><p>There are a couple of design philosophies that went into 4e that I've gotten from the 2 preview books, designer blogs, discussions with the designers at D&D XP, and some insight I've probably gotten from collaberating on writing a 4e mod.</p><p></p><p>1) There is a DM in the game. Use him/her.</p><p>This one is easy. There are times when a game is made better by actually decision from a thinking person instead of rules that either don't cover a situation well or are so complicated that no one can figure them out. Since there is a DM running the game, might as well write rules knowing there is someone there to make those decisions.</p><p></p><p>2) The rules shouldn't tell the players HOW to play.</p><p>The rules should allow the DM to come up with his own DMing style and focus his/her game wherever he/she wants to. If they want a hack and slash game with no plot, the mechanics should support it. If they want a game with no combat at all, the mechanics should support it.</p><p></p><p>3) The game should allow DMs to come up with their own worlds, their own fluff, their own adventures.</p><p>The game shouldn't dictate how a world works and how it doesn't work. If one DM wants to run a plot where a single vampire converts everyone in town in a day and another wants vampires who need to perform a special ritual in order to do it, they both can have their way. If one DM wants to have a world where no one gets brought back to life and another wants one where everyone gets brought back on a regular basis, the rules support that.</p></blockquote><p></p>
[QUOTE="Majoru Oakheart, post: 4174960, member: 5143"] And you do get rules. You get rules that allow you to resolve most of the actual in game actions players can take. If they use their power on a creature, you'll know exactly how it works and what it's effects are. If you want to know how easy it is for a player to climb a wall, I can assure you it is written in the book. There are a couple of design philosophies that went into 4e that I've gotten from the 2 preview books, designer blogs, discussions with the designers at D&D XP, and some insight I've probably gotten from collaberating on writing a 4e mod. 1) There is a DM in the game. Use him/her. This one is easy. There are times when a game is made better by actually decision from a thinking person instead of rules that either don't cover a situation well or are so complicated that no one can figure them out. Since there is a DM running the game, might as well write rules knowing there is someone there to make those decisions. 2) The rules shouldn't tell the players HOW to play. The rules should allow the DM to come up with his own DMing style and focus his/her game wherever he/she wants to. If they want a hack and slash game with no plot, the mechanics should support it. If they want a game with no combat at all, the mechanics should support it. 3) The game should allow DMs to come up with their own worlds, their own fluff, their own adventures. The game shouldn't dictate how a world works and how it doesn't work. If one DM wants to run a plot where a single vampire converts everyone in town in a day and another wants vampires who need to perform a special ritual in order to do it, they both can have their way. If one DM wants to have a world where no one gets brought back to life and another wants one where everyone gets brought back on a regular basis, the rules support that. [/QUOTE]
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