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Speculation about "the feelz" of D&D 4th Edition
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<blockquote data-quote="Tony Vargas" data-source="post: 7034487" data-attributes="member: 996"><p>It does. Balanced systems are like that. 4e also put forth a system to broadly cover non-combat challenges beyond a pass/fail check, in a less-imbalanced way involving the whole party. Prior to that (and 5e has almost completely re-wound it), non-combat was largely the province of one or two characters making a check or few, or just pushing magic resource buttons - combat was the primary pillar in which the whole party could be engaged.</p><p></p><p>And, yes, that's another way in which da feelz changed. The game simply working more reliably, across the board. </p><p></p><p> Other than all the differences among them, every system is the same once you start ignoring it and running freestyle. The worse the system, the faster you're likely to get there. That's the whole 90s bad-rules-make-good-games Storyteller conceit. There's no good-rules-make-bad-games corollary though. ;P</p><p></p><p>The important thing to remember is whether a game is workable or utterly broken in the technical sense of it's mechanical design, it's presentation or subject matter or the attitudes of it's publisher or the GM you played it with running off the rails and doing his own thing without regard to said system or first impressions or even completely 'irrational' personal preference can mean you hate or love it or anything in-between. </p><p>That's just part of being human, and we all have every right to be that.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7034487, member: 996"] It does. Balanced systems are like that. 4e also put forth a system to broadly cover non-combat challenges beyond a pass/fail check, in a less-imbalanced way involving the whole party. Prior to that (and 5e has almost completely re-wound it), non-combat was largely the province of one or two characters making a check or few, or just pushing magic resource buttons - combat was the primary pillar in which the whole party could be engaged. And, yes, that's another way in which da feelz changed. The game simply working more reliably, across the board. Other than all the differences among them, every system is the same once you start ignoring it and running freestyle. The worse the system, the faster you're likely to get there. That's the whole 90s bad-rules-make-good-games Storyteller conceit. There's no good-rules-make-bad-games corollary though. ;P The important thing to remember is whether a game is workable or utterly broken in the technical sense of it's mechanical design, it's presentation or subject matter or the attitudes of it's publisher or the GM you played it with running off the rails and doing his own thing without regard to said system or first impressions or even completely 'irrational' personal preference can mean you hate or love it or anything in-between. That's just part of being human, and we all have every right to be that. [/QUOTE]
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