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Simulationists, Black Boxes, and 4e
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<blockquote data-quote="Kraydak" data-source="post: 4236118" data-attributes="member: 12306"><p>And I never said that 3e had the ideal monster design system. I merely said that getting the right base stats is easy enough that there is no real advantage to going black-box. 3e suffered from being the first DnD edition that tried, and it had bugs. 4e could have fixed the bugs, with a result that takes about the same amount of time as in actual 4e, *but* with "sourced" stats (i.e. you know where the numbers are coming from so if the players do things outside the box to remove/gift gear or otherwise buff/debuff them the DM can adjust easily).</p><p></p><p></p><p></p><p>Yes, 3e grappling was a mess. Cleaning up grappling poses no real difficulties though. Fiddly rules cause slow-downs and should be simplified, but non-rules can cause flat-out game breakdowns (player/DM disconnects that devolve into arguments are the worst, but DM freezes are pretty bad, and often result *because* the DM has to come up with a good enough solution to not cause DM/player arguments).</p><p></p><p>Again, a "3e has a poorly designed rule" is not justification for dumping design work onto the DM's shoulders, or putting the DM in the position of having to say "no" to players, causing social friction (4e economics, say).</p><p></p><p></p><p></p><p>Telling, enforcing, I wasn't being specific.</p><p></p><p></p><p></p><p>Very true. I know that *every* group I have played in (and not just because of me) would/will have more social friction and longer game stoppages because of corner cases. I also forsee huge newbie-DMing problems because without either lots of experience or self-consistent rules, being forced to make house-rules is a recipe for disaster. Which is why I am interpreting 4e as WotC designers designing a game for themselves: as DM, they are experienced enough that the game system doesn't matter too much and can handle some rule-boundary pushing and as players, they agree philosophically with the more restrictive rules and won't push the boundaries.</p></blockquote><p></p>
[QUOTE="Kraydak, post: 4236118, member: 12306"] And I never said that 3e had the ideal monster design system. I merely said that getting the right base stats is easy enough that there is no real advantage to going black-box. 3e suffered from being the first DnD edition that tried, and it had bugs. 4e could have fixed the bugs, with a result that takes about the same amount of time as in actual 4e, *but* with "sourced" stats (i.e. you know where the numbers are coming from so if the players do things outside the box to remove/gift gear or otherwise buff/debuff them the DM can adjust easily). Yes, 3e grappling was a mess. Cleaning up grappling poses no real difficulties though. Fiddly rules cause slow-downs and should be simplified, but non-rules can cause flat-out game breakdowns (player/DM disconnects that devolve into arguments are the worst, but DM freezes are pretty bad, and often result *because* the DM has to come up with a good enough solution to not cause DM/player arguments). Again, a "3e has a poorly designed rule" is not justification for dumping design work onto the DM's shoulders, or putting the DM in the position of having to say "no" to players, causing social friction (4e economics, say). Telling, enforcing, I wasn't being specific. Very true. I know that *every* group I have played in (and not just because of me) would/will have more social friction and longer game stoppages because of corner cases. I also forsee huge newbie-DMing problems because without either lots of experience or self-consistent rules, being forced to make house-rules is a recipe for disaster. Which is why I am interpreting 4e as WotC designers designing a game for themselves: as DM, they are experienced enough that the game system doesn't matter too much and can handle some rule-boundary pushing and as players, they agree philosophically with the more restrictive rules and won't push the boundaries. [/QUOTE]
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