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D&D Older Editions
Presentation vs design... vs philosophy
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<blockquote data-quote="Lanefan" data-source="post: 7933508" data-attributes="member: 29398"><p>It makes me better at what I do, which is all the mechanical "interest" I need. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>OK, a few things to pull out of this.</p><p></p><p>First, the purple italicized bit: am I unusual in assuming level-up is done during the run of play at the session when you bump (or train, depending on rules used), with rolls* observed by others? If you are doing it mid-session time isn't a huge resource, as people want to get back to play.</p><p></p><p>* - 4e allowed people to take the average on a lot of things and avoid rolling, which to me is abhorrent.</p><p></p><p>Then, the bolded bit: here, and above, and below, you're assuming by default the use of something other than pen paper and dice to generate and upkeep a character, which to me is...well, just not cricket somehow.</p><p></p><p>If a game needs a 'character builder' in order to generate a character then it's already far more complicated than it ever needs to be.</p><p></p><p>And without a character builder?</p><p></p><p>Not everyone takes a computer or laptop to the game every week.</p><p></p><p>Prerequisites are to me a double-edged sword.</p><p></p><p>The good about them is that there's a certain amount of logic behind it: realistically in order to be able to do <em>this</em> thing B you first need to be able to do <em>that</em> thing A, thus being able to directly choose thing B which subsumes the ability to do thing A isn't fair to those who spent a slot on thing A.</p><p></p><p>The bad about them is, as you say, they do force and expect a mentality of planning ahead.</p><p></p><p>Heh - in 3e I constantly forgot feats that were in theory always-on, never mind the situational ones or ones I had to choose to (or remember to) activate. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Lanefan, post: 7933508, member: 29398"] It makes me better at what I do, which is all the mechanical "interest" I need. :) OK, a few things to pull out of this. First, the purple italicized bit: am I unusual in assuming level-up is done during the run of play at the session when you bump (or train, depending on rules used), with rolls* observed by others? If you are doing it mid-session time isn't a huge resource, as people want to get back to play. * - 4e allowed people to take the average on a lot of things and avoid rolling, which to me is abhorrent. Then, the bolded bit: here, and above, and below, you're assuming by default the use of something other than pen paper and dice to generate and upkeep a character, which to me is...well, just not cricket somehow. If a game needs a 'character builder' in order to generate a character then it's already far more complicated than it ever needs to be. And without a character builder? Not everyone takes a computer or laptop to the game every week. Prerequisites are to me a double-edged sword. The good about them is that there's a certain amount of logic behind it: realistically in order to be able to do [I]this[/I] thing B you first need to be able to do [I]that[/I] thing A, thus being able to directly choose thing B which subsumes the ability to do thing A isn't fair to those who spent a slot on thing A. The bad about them is, as you say, they do force and expect a mentality of planning ahead. Heh - in 3e I constantly forgot feats that were in theory always-on, never mind the situational ones or ones I had to choose to (or remember to) activate. :) [/QUOTE]
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