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Simulating D&D4E
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<blockquote data-quote="knightofround" data-source="post: 4454968" data-attributes="member: 27884"><p>Yeah that's a good point, its not something that is unique to 4E. Healing rates over time in 3E never made sense, but it was something I just waved my arms at. Much like whenever my PCs would want to play a group without a Druid/Cleric, they suddenly had an abundance of healing potions.</p><p></p><p>But when I get to 4Es "second wind" it gets to the point where I think "hmm...this is a bit too much like spontaneous regeneration, maybe I should think up an explanation for this". And a few other concepts too -- the act of leveling up was always metagame-y (for story reasons I never wanted to require PCs to train to level up) but its more pronounced in 4E because when you go up a tier you gain much more power than a "normal" level.</p><p></p><p></p><p>Yes, I am well aware of the quote. However, just because Gygax didn't care much for simulationism doesn't mean that nobody else should. =) I imagine that the D&D game that the average gamer plays today would be quite different than how Gygax would run one.</p><p></p><p>I think the key is to use simulation to enhance the playing experience, rather than detract from it. In many ways I think 3E went a bit too overboard on simulationism by overloading the system with rulesets. Aerial/naval combat, the ridiculous ECL/CR system, skill overlaps/synergies, separate mechanics for combat maneuvers trip/grapple/disarm/sunder, unique rules for unique PrCs/supplements, etc...the variety of mechanics made the playing experience to feel more "surreal" than 2E, but the rule-mongering did detract from gameplay.</p><p></p><p>I think that's the main reason why I'm attracted to 4E despite my simulationist tendencies. They've cut out much of that gunk, which is great, but the inevitable cost is that it is going to make the game less realistic. I don't have a problem with that, as its easier (and more fun!) for me to think up fluff explanations of in-game mechanics, rather than memorizing and implementing a bajillion rulesets. That's what I had in mind for this thread.</p><p></p><p>Oh and I don't mind that some people don't care for simulationism. I'm just curious that if you WERE interested, how would you go about doing it? <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="knightofround, post: 4454968, member: 27884"] Yeah that's a good point, its not something that is unique to 4E. Healing rates over time in 3E never made sense, but it was something I just waved my arms at. Much like whenever my PCs would want to play a group without a Druid/Cleric, they suddenly had an abundance of healing potions. But when I get to 4Es "second wind" it gets to the point where I think "hmm...this is a bit too much like spontaneous regeneration, maybe I should think up an explanation for this". And a few other concepts too -- the act of leveling up was always metagame-y (for story reasons I never wanted to require PCs to train to level up) but its more pronounced in 4E because when you go up a tier you gain much more power than a "normal" level. Yes, I am well aware of the quote. However, just because Gygax didn't care much for simulationism doesn't mean that nobody else should. =) I imagine that the D&D game that the average gamer plays today would be quite different than how Gygax would run one. I think the key is to use simulation to enhance the playing experience, rather than detract from it. In many ways I think 3E went a bit too overboard on simulationism by overloading the system with rulesets. Aerial/naval combat, the ridiculous ECL/CR system, skill overlaps/synergies, separate mechanics for combat maneuvers trip/grapple/disarm/sunder, unique rules for unique PrCs/supplements, etc...the variety of mechanics made the playing experience to feel more "surreal" than 2E, but the rule-mongering did detract from gameplay. I think that's the main reason why I'm attracted to 4E despite my simulationist tendencies. They've cut out much of that gunk, which is great, but the inevitable cost is that it is going to make the game less realistic. I don't have a problem with that, as its easier (and more fun!) for me to think up fluff explanations of in-game mechanics, rather than memorizing and implementing a bajillion rulesets. That's what I had in mind for this thread. Oh and I don't mind that some people don't care for simulationism. I'm just curious that if you WERE interested, how would you go about doing it? ;) [/QUOTE]
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