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More DMing analysis from Lewis Pulsipher
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<blockquote data-quote="Kraztur" data-source="post: 6341239" data-attributes="member: 6777645"><p>My theorycraft-fu is weak, but to have 4E-style powers more palatable to a "traditional" RPG experience, then perhaps either more in-game causality Or a clearer distinction between player narrative vs character-motivated actions.</p><p></p><p>For example, I understand that sorcery points will be used in 5E. For me, the sorcerer's actual powers are both player and in-character actions; they are associated to me. When I activate a power, I could immerse into the character in first person perspective. However, the micromanagement of sorcery points leans towards metagame. I'd be planning the expenditure of sorcery points in ways the character does not necessarily think, like from a 3rd person perspective.</p><p></p><p>(Sure, the process may somehow mirror how I imagine the character is behaving. Using a lot of sorcery points could reflect fatigue "My sorcer clenches his fists and furrows his brow, sweat pouring down his brow, trying really hard to unleash a blast of energy". Others may see expenditure of sorcery points as purely narrative, like a superhero unleashing his eye beams approx once per battle just because.)</p><p></p><p>Regardless of how much one views sorcery points as metagame-first or not, I see a clear enough distinction between the sorcery points as a mini-game vs sorcery effects as in-character actions. That very distinction allows me to switch rapidly between 1st person immersive mode and 3rd person resource management (compared to something like CaGI which muddles up the distinction between 1st and 3rd person).</p><p></p><p>I don't think D&D can or will have 100% in-game causality (for pragmatic reasons) but by design or by accident, traditional D&D allowed me to switch between 1st person and 3rd person perspective enough to make me happy.</p></blockquote><p></p>
[QUOTE="Kraztur, post: 6341239, member: 6777645"] My theorycraft-fu is weak, but to have 4E-style powers more palatable to a "traditional" RPG experience, then perhaps either more in-game causality Or a clearer distinction between player narrative vs character-motivated actions. For example, I understand that sorcery points will be used in 5E. For me, the sorcerer's actual powers are both player and in-character actions; they are associated to me. When I activate a power, I could immerse into the character in first person perspective. However, the micromanagement of sorcery points leans towards metagame. I'd be planning the expenditure of sorcery points in ways the character does not necessarily think, like from a 3rd person perspective. (Sure, the process may somehow mirror how I imagine the character is behaving. Using a lot of sorcery points could reflect fatigue "My sorcer clenches his fists and furrows his brow, sweat pouring down his brow, trying really hard to unleash a blast of energy". Others may see expenditure of sorcery points as purely narrative, like a superhero unleashing his eye beams approx once per battle just because.) Regardless of how much one views sorcery points as metagame-first or not, I see a clear enough distinction between the sorcery points as a mini-game vs sorcery effects as in-character actions. That very distinction allows me to switch rapidly between 1st person immersive mode and 3rd person resource management (compared to something like CaGI which muddles up the distinction between 1st and 3rd person). I don't think D&D can or will have 100% in-game causality (for pragmatic reasons) but by design or by accident, traditional D&D allowed me to switch between 1st person and 3rd person perspective enough to make me happy. [/QUOTE]
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