Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Neuroglyph's "30 Minutes with Mike Mearls" Interview
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="pemerton" data-source="post: 6370603" data-attributes="member: 42582"><p>Maybe it's just because I'm not familiar enough with 3E, but I don't really see how 4e is more structured in its mechanics than 3E is.</p><p></p><p>1st ed AD&D also had rather structured mechanics, at least as written.</p><p></p><p>You use the word "emphasise", and maybe you are intending that to carry a lot of the weight of your comment: ie it's not so much that 4e is atypically structured in its mechanics, but that it <em>emphasises</em> that structure.</p><p></p><p>I can think of two different ways of emphasising a mechanical feature (there are probably others). One is this: the play experience makes the feature salient to the participants in the game. Here are two examples where I think 4e does this more than 1st ed AD&D: in-combat movement rules; and hit points/damage.</p><p></p><p>AD&D has rules for in-combat movement speed. However, it's rules around positioning and AoE mean that movement speed is mostly an issue when closing into, or retreating from, melee, but don't really come into play when a melee itself is being resolved. Whereas in 4e, with its rules for OAs, forced movement, etc makes the movement rules salient not only at the beginning and end of a melee, but during it also. So 4e emphasises the structured movement rules in a way that AD&D doesn't.</p><p></p><p>AD&D, like 4e, treats a lot of hit point damage to PCs as non-physical. But it doesn't generally make this salient in play; whereas 4e, with second wind and inspirational healing tied to healing surges, does so. So 4e emphasises the non-physical character of hit points in a way that AD&D doesn't. (This isn't really about structured mechanics, but it still illustrates a way in which a system can emphasise a certain feature of the mechanics.)</p><p></p><p>The other way in which a RPG system can emphasise a mechanical feature is via presentation. To me, the functional difference between a 4e wizard's spell abilities and an AD&D wizard's spell abilities is relatively modest: both choose abilities from a list, with some choices being made during creation and others after a long rest; and both have a certain rationing scheme for those abilities. The differences pertain to the length of the list, the scope of the choices to be made after a long rest, and the details of the rationing scheme. At high levels, these differences are likely to be highly noticeable but at the lowest levels of play I think they're really rather small (the existence, in 4e, of at-will spells and short-rest recovery spells is the most noticeable one).</p><p></p><p>But some people seem to think the <em>presentation</em> of a 4e wizard's spell abilities, as instances of a more general shceme of AEDU powers, makes them radically different from the more traditional presentation in the form of a spell-slot per level chart and an appendix of spells filling the back half of the book.</p><p></p><p>For these people, at least, the 4e presentation <em>emphasises</em> the structure of wizard magic (in terms of choosing from lists, rationing at certain rates, etc) in a way the traditional presentation doesn't, even though in terms of play experience the difference is really quite modest, and mostly pertains to the details of rationing.</p></blockquote><p></p>
[QUOTE="pemerton, post: 6370603, member: 42582"] Maybe it's just because I'm not familiar enough with 3E, but I don't really see how 4e is more structured in its mechanics than 3E is. 1st ed AD&D also had rather structured mechanics, at least as written. You use the word "emphasise", and maybe you are intending that to carry a lot of the weight of your comment: ie it's not so much that 4e is atypically structured in its mechanics, but that it [I]emphasises[/I] that structure. I can think of two different ways of emphasising a mechanical feature (there are probably others). One is this: the play experience makes the feature salient to the participants in the game. Here are two examples where I think 4e does this more than 1st ed AD&D: in-combat movement rules; and hit points/damage. AD&D has rules for in-combat movement speed. However, it's rules around positioning and AoE mean that movement speed is mostly an issue when closing into, or retreating from, melee, but don't really come into play when a melee itself is being resolved. Whereas in 4e, with its rules for OAs, forced movement, etc makes the movement rules salient not only at the beginning and end of a melee, but during it also. So 4e emphasises the structured movement rules in a way that AD&D doesn't. AD&D, like 4e, treats a lot of hit point damage to PCs as non-physical. But it doesn't generally make this salient in play; whereas 4e, with second wind and inspirational healing tied to healing surges, does so. So 4e emphasises the non-physical character of hit points in a way that AD&D doesn't. (This isn't really about structured mechanics, but it still illustrates a way in which a system can emphasise a certain feature of the mechanics.) The other way in which a RPG system can emphasise a mechanical feature is via presentation. To me, the functional difference between a 4e wizard's spell abilities and an AD&D wizard's spell abilities is relatively modest: both choose abilities from a list, with some choices being made during creation and others after a long rest; and both have a certain rationing scheme for those abilities. The differences pertain to the length of the list, the scope of the choices to be made after a long rest, and the details of the rationing scheme. At high levels, these differences are likely to be highly noticeable but at the lowest levels of play I think they're really rather small (the existence, in 4e, of at-will spells and short-rest recovery spells is the most noticeable one). But some people seem to think the [I]presentation[/I] of a 4e wizard's spell abilities, as instances of a more general shceme of AEDU powers, makes them radically different from the more traditional presentation in the form of a spell-slot per level chart and an appendix of spells filling the back half of the book. For these people, at least, the 4e presentation [I]emphasises[/I] the structure of wizard magic (in terms of choosing from lists, rationing at certain rates, etc) in a way the traditional presentation doesn't, even though in terms of play experience the difference is really quite modest, and mostly pertains to the details of rationing. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Neuroglyph's "30 Minutes with Mike Mearls" Interview
Top