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<blockquote data-quote="B.T." data-source="post: 5892685" data-attributes="member: 84465"><p>I will only comment to say that using the "rule of cool" to design a game is exactly what lead to the problems that 3e players (such as myself) had with 4e. The rule of cool--at least, in using the term derived from that awful wiki that I won't link to--demands <strong>AWESOME</strong>. <strong>AWESOME</strong> is awesome that self-consciously attempts to TAKE IT TO THE MAX. It disregards verisimilitude and reason in favor of being <strong>AWESOME</strong>. And <strong>AWESOME</strong> is not what a good portion of us want. We want heroes who do awesome things, not heroes who are <strong>AWESOME</strong>. We want mechanics to support our heroes doing awesome things, not heroes with <strong>AWESOME</strong> powers.</p><p> </p><p>What's the difference between awesome and <strong>AWESOME</strong>? </p><p> </p><p>Awesome is produced by the players as a side-effect of the rules. <strong>AWESOME</strong> is the rules themselves.</p><p> </p><p>Awesome is when everyone is dying while the fighter is staring down a dragon's maw with 3 HP left, and he swings his sword and crits and brings it straight to -10. <strong>AWESOME</strong> is when the rogue uses his daily power to trick the bad guys into attacking themselves and it's supposed to be really awesome but then you realize that the rogue is just going to use the same power tomorrow and probably the next day and the day after that until he gets a new one, and by the third time you've seen it, you're feeling that it's not really that cool anymore.</p><p> </p><p>No, I'm not interested in the "rule of cool." (Forgive me if this is too much of a derail.) Please, just give me a D&D system in which the math/game balance are not FUBAR. That's all I want out of 5e.</p></blockquote><p></p>
[QUOTE="B.T., post: 5892685, member: 84465"] I will only comment to say that using the "rule of cool" to design a game is exactly what lead to the problems that 3e players (such as myself) had with 4e. The rule of cool--at least, in using the term derived from that awful wiki that I won't link to--demands [b]AWESOME[/b]. [b]AWESOME[/b] is awesome that self-consciously attempts to TAKE IT TO THE MAX. It disregards verisimilitude and reason in favor of being [b]AWESOME[/b]. And [b]AWESOME[/b] is not what a good portion of us want. We want heroes who do awesome things, not heroes who are [b]AWESOME[/b]. We want mechanics to support our heroes doing awesome things, not heroes with [b]AWESOME[/b] powers. What's the difference between awesome and [b]AWESOME[/b]? Awesome is produced by the players as a side-effect of the rules. [b]AWESOME[/b] is the rules themselves. Awesome is when everyone is dying while the fighter is staring down a dragon's maw with 3 HP left, and he swings his sword and crits and brings it straight to -10. [b]AWESOME[/b] is when the rogue uses his daily power to trick the bad guys into attacking themselves and it's supposed to be really awesome but then you realize that the rogue is just going to use the same power tomorrow and probably the next day and the day after that until he gets a new one, and by the third time you've seen it, you're feeling that it's not really that cool anymore. No, I'm not interested in the "rule of cool." (Forgive me if this is too much of a derail.) Please, just give me a D&D system in which the math/game balance are not FUBAR. That's all I want out of 5e. [/QUOTE]
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