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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Realism vs. Believability and the Design of HPs, Powers and Other Things
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<blockquote data-quote="Aenghus" data-source="post: 5877343" data-attributes="member: 2656"><p>I think the other element to consider here is transparency, which is what I think 4e favoured over simulation and opaqueness. Some people have said they don't like transparency, which is weird to me as I vastly prefer it.</p><p></p><p>Basically separating effect from flavour for abilities makes it more likely that the ability will work as written all the time, and not be randomly nerfed or buffed by scenario specifics or the referee thinking Power A shoudn't work on a Tuesday. </p><p></p><p>The more opaque and subjective rules mechanics are, the more likely there will be genuine disagreements amongst the players and the referee as to how particular rules elements work, and particularly how they interact with each other. </p><p></p><p>The more subjective the rules are, the more I feel I have to play the referee not the game, and I hate it. I'm not good at it, and I want to play the game, not constantly find out my impression of the rules and setting is at odds with the referee or other players.</p><p></p><p>I don't like opaque rules which need interpretation and could be read in multiple ways , often with significant differences in outcome - I prefer transparent ones which do just what it says on the tin, to minimise the amount of special pleading with the referee that needs to be made to affect the game world.</p><p></p><p>I don't think abilities should be arbitrarily made useless or negated, something that happened in some D&D editions, to some classes more than others. I can see a place for weakening abilities somewhat in rare encounters, but too many global immunities and random nerfing can make lots of valid character concepts very unfun to play. </p><p></p><p>Obviously tastes differ, and if they differ too much maybe players won't collaborate well together. But the idea of the next edition is to be flexible enough to allow most players to coexist and mostly enjoy a game together.</p></blockquote><p></p>
[QUOTE="Aenghus, post: 5877343, member: 2656"] I think the other element to consider here is transparency, which is what I think 4e favoured over simulation and opaqueness. Some people have said they don't like transparency, which is weird to me as I vastly prefer it. Basically separating effect from flavour for abilities makes it more likely that the ability will work as written all the time, and not be randomly nerfed or buffed by scenario specifics or the referee thinking Power A shoudn't work on a Tuesday. The more opaque and subjective rules mechanics are, the more likely there will be genuine disagreements amongst the players and the referee as to how particular rules elements work, and particularly how they interact with each other. The more subjective the rules are, the more I feel I have to play the referee not the game, and I hate it. I'm not good at it, and I want to play the game, not constantly find out my impression of the rules and setting is at odds with the referee or other players. I don't like opaque rules which need interpretation and could be read in multiple ways , often with significant differences in outcome - I prefer transparent ones which do just what it says on the tin, to minimise the amount of special pleading with the referee that needs to be made to affect the game world. I don't think abilities should be arbitrarily made useless or negated, something that happened in some D&D editions, to some classes more than others. I can see a place for weakening abilities somewhat in rare encounters, but too many global immunities and random nerfing can make lots of valid character concepts very unfun to play. Obviously tastes differ, and if they differ too much maybe players won't collaborate well together. But the idea of the next edition is to be flexible enough to allow most players to coexist and mostly enjoy a game together. [/QUOTE]
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Realism vs. Believability and the Design of HPs, Powers and Other Things
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