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New Legends & Lore: Player vs. Character
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<blockquote data-quote="Balesir" data-source="post: 5671568" data-attributes="member: 27160"><p>...but, apparently, I need to spread the xp love before I can xp him again.</p><p></p><p>I agree with most of it, but not this conclusion:</p><p></p><p>For me, though, this fails. Building up a rough-and-ready "default" set of "rules lite" procedures and mechanisms is easy, but producing a coherent set of interlocking rules that all make sense with one another and support a coherent agenda of play is <strong><em>hard</em></strong>. I want to pay WotC to produce the coherent, consistent and interlocking set, not the "here are some neat mechanisms to noodle with" set. I already have rule sets that amount to the latter, in actual fact.</p><p></p><p>Fine, but what about the people who want a wide-scope game that meshes and hangs together as a fascinating whole? I mean, D&D mostly has a rather modest scope of what it does well to begin with - a deracinated bunch of (possibly golden hearted) ne'er-do-wells who have "adventures" involving "action scenes" is just assumed, at a minimum. If I'm paying cash money, I want a focussed, coherent ruleset that achieves (at least to an extent) clear design aims, not a collection of "neat ideas we brainstormed", thanks very much <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" />.</p><p></p><p>Yeah, 4E misses those. I actually think there is space in 4E for encounters that are 3 or more levels below the party level, that give no xp and that can be used for wandering monsters, failure consequences in some Skill Challenges and incidental "speed bumps" that are meant to be dealt with using no or very few resources.</p><p></p><p>Sounds like the very soul of Sim, to me! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>I wonder whether this might have correlated to the fact that, in the very early days, "the Dungeon" was expected to be a sprawling maze that the player characters (possibly several groups of them) returned to week after week? With this approach, the little "surprises" and "Easter eggs" you have hidden remain to be uncovered at any later time by a passing, perceptive newbie...</p></blockquote><p></p>
[QUOTE="Balesir, post: 5671568, member: 27160"] ...but, apparently, I need to spread the xp love before I can xp him again. I agree with most of it, but not this conclusion: For me, though, this fails. Building up a rough-and-ready "default" set of "rules lite" procedures and mechanisms is easy, but producing a coherent set of interlocking rules that all make sense with one another and support a coherent agenda of play is [B][I]hard[/I][/B][I][/I]. I want to pay WotC to produce the coherent, consistent and interlocking set, not the "here are some neat mechanisms to noodle with" set. I already have rule sets that amount to the latter, in actual fact. Fine, but what about the people who want a wide-scope game that meshes and hangs together as a fascinating whole? I mean, D&D mostly has a rather modest scope of what it does well to begin with - a deracinated bunch of (possibly golden hearted) ne'er-do-wells who have "adventures" involving "action scenes" is just assumed, at a minimum. If I'm paying cash money, I want a focussed, coherent ruleset that achieves (at least to an extent) clear design aims, not a collection of "neat ideas we brainstormed", thanks very much ;). Yeah, 4E misses those. I actually think there is space in 4E for encounters that are 3 or more levels below the party level, that give no xp and that can be used for wandering monsters, failure consequences in some Skill Challenges and incidental "speed bumps" that are meant to be dealt with using no or very few resources. Sounds like the very soul of Sim, to me! ;) I wonder whether this might have correlated to the fact that, in the very early days, "the Dungeon" was expected to be a sprawling maze that the player characters (possibly several groups of them) returned to week after week? With this approach, the little "surprises" and "Easter eggs" you have hidden remain to be uncovered at any later time by a passing, perceptive newbie... [/QUOTE]
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