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Narration back into the system
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<blockquote data-quote="Tymophil" data-source="post: 5661298" data-attributes="member: 46923"><p>There is still a difference between D&D4 and other editions : the designers added new layers of complexity and abstraction.</p><p>Anyway, someone new to roleplay should find some <strong>guidelines</strong> on the system in the <em>Players Handbook</em> at least. One should get to know how hit points translate into a narration around the table, even if it means that there a several ways to do it. Even the veteran players need to get a feeling of what is different in the new edition. A few lines could have been enough to avoid the bashing D&D4 received.</p><p></p><p>In older editions, HP did not have a "bloodied" level. Adding such a feature is a fine idea, but if it only adds a layer to the system, then the game gets away from roleplay and gets closer to boardgame, unless there are <strong>guidelines</strong> to make it blend into a story. This is roleplaying game, not a boardgame. Every system must help build a story.</p><p></p><p>This is even more required to make sense of the "healing surge" system. This is a new system, it is very abstract, yet very nice. A few words would be enough for some advices on how to use them <em>in-character</em>.</p><p></p><p></p><p>I think you did not understand my concern here. I am fine with people having different takes on the hit point system. I even ask for that on the original post.</p><p></p><p>But, as there are no guidelines, I mean none to blend the system into narration, the rules intrude into the game in a technical way. It is hard to develop any sense of mystery/wonder when one spends a "healing surge". I need a layer of camouflage to avoid the intrusion of the mechanic into the narration.</p></blockquote><p></p>
[QUOTE="Tymophil, post: 5661298, member: 46923"] There is still a difference between D&D4 and other editions : the designers added new layers of complexity and abstraction. Anyway, someone new to roleplay should find some [B]guidelines[/B] on the system in the [I]Players Handbook[/I] at least. One should get to know how hit points translate into a narration around the table, even if it means that there a several ways to do it. Even the veteran players need to get a feeling of what is different in the new edition. A few lines could have been enough to avoid the bashing D&D4 received. In older editions, HP did not have a "bloodied" level. Adding such a feature is a fine idea, but if it only adds a layer to the system, then the game gets away from roleplay and gets closer to boardgame, unless there are [B]guidelines[/B] to make it blend into a story. This is roleplaying game, not a boardgame. Every system must help build a story. This is even more required to make sense of the "healing surge" system. This is a new system, it is very abstract, yet very nice. A few words would be enough for some advices on how to use them [I]in-character[/I]. I think you did not understand my concern here. I am fine with people having different takes on the hit point system. I even ask for that on the original post. But, as there are no guidelines, I mean none to blend the system into narration, the rules intrude into the game in a technical way. It is hard to develop any sense of mystery/wonder when one spends a "healing surge". I need a layer of camouflage to avoid the intrusion of the mechanic into the narration. [/QUOTE]
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