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*Dungeons & Dragons
Playing the Game vs. Reading the Rules of the Game
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<blockquote data-quote="Mistwell" data-source="post: 6205728" data-attributes="member: 2525"><p>For what it is worth, only the fighter has that now, and only one of them. Anyone can heal (sort of) during resting time, but not during combat unless they have a cleric who can heal them.</p><p></p><p></p><p></p><p>My experience tells me this is not the case, but that people frequently think this is the case.</p><p></p><p>It reminds me of Sheldon from Big Bang Theory thinking that reading about the rules of driving was sufficient to learn how to drive, and then discovering that the actual experience of driving is so different from reading about it as to make the two almost entirely different things. But, because the character is such a smart guy, he thought reading about it would allow him to extrapolate into the actual driving. I find a lot of experience RPG players think like Sheldon - they can grok the experience just by reading about it.</p><p></p><p>The same goes for birth. I read about how women give birth extensively before my wife gave birth. The moment the actual experience hit, I realized most of what I read was useless, and the actual experience is quite different from reading about it.</p><p></p><p>Lots of things in life are that way, and I think many RPGs (including 5e) fit in that category of "thing that doesn't necessarily read the way it's experienced".</p><p></p><p>There are many games I've read that sound great on paper, and play poorly. For example, I found "Monsters and Other Childish Things" read great, but played poorly.</p><p>There are many games I've read that read poorly, but played great. For example, when I first read 4e D&D it read to me like all the powers and characters were the same. Playing it, I found that to be entirely not the case.</p><p></p><p></p><p></p><p></p><p>Probably true. But, if you do like D&D-style games as a general style, you might like this version of the game specifically even if it reads poorly to you. Or, you might not. But, I think for this version of D&D it plays different than you expect it to play, if your most recent experiences are a 3e or 4e style game.</p><p></p><p></p><p></p><p>We won't know the answer to that until the Story module is released for 5e. Apparently the guys drafting that module are also fans of those games (at least some of them).</p><p></p><p></p><p></p><p>Maybe, but that's something you won't really know until you play it. Plus, the tactical module and the customization module will likely change that equation as well, once they come out.</p><p></p><p></p><p></p><p>Yes I think the core is somewhat about that, but the add-on customization and tactical modules add those things back in.</p><p></p><p></p><p></p><p>Sounds like you might well be in the target audience for the game with some or several of the planned modules.</p></blockquote><p></p>
[QUOTE="Mistwell, post: 6205728, member: 2525"] For what it is worth, only the fighter has that now, and only one of them. Anyone can heal (sort of) during resting time, but not during combat unless they have a cleric who can heal them. My experience tells me this is not the case, but that people frequently think this is the case. It reminds me of Sheldon from Big Bang Theory thinking that reading about the rules of driving was sufficient to learn how to drive, and then discovering that the actual experience of driving is so different from reading about it as to make the two almost entirely different things. But, because the character is such a smart guy, he thought reading about it would allow him to extrapolate into the actual driving. I find a lot of experience RPG players think like Sheldon - they can grok the experience just by reading about it. The same goes for birth. I read about how women give birth extensively before my wife gave birth. The moment the actual experience hit, I realized most of what I read was useless, and the actual experience is quite different from reading about it. Lots of things in life are that way, and I think many RPGs (including 5e) fit in that category of "thing that doesn't necessarily read the way it's experienced". There are many games I've read that sound great on paper, and play poorly. For example, I found "Monsters and Other Childish Things" read great, but played poorly. There are many games I've read that read poorly, but played great. For example, when I first read 4e D&D it read to me like all the powers and characters were the same. Playing it, I found that to be entirely not the case. Probably true. But, if you do like D&D-style games as a general style, you might like this version of the game specifically even if it reads poorly to you. Or, you might not. But, I think for this version of D&D it plays different than you expect it to play, if your most recent experiences are a 3e or 4e style game. We won't know the answer to that until the Story module is released for 5e. Apparently the guys drafting that module are also fans of those games (at least some of them). Maybe, but that's something you won't really know until you play it. Plus, the tactical module and the customization module will likely change that equation as well, once they come out. Yes I think the core is somewhat about that, but the add-on customization and tactical modules add those things back in. Sounds like you might well be in the target audience for the game with some or several of the planned modules. [/QUOTE]
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