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Supposing D&D is gamist, what does that mean?
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<blockquote data-quote="RhaezDaevan" data-source="post: 8686412" data-attributes="member: 6777482"><p>Ah, OK. Definitely a different way to do things. </p><p>You say 2 to 3 dangers and 1 to 3 grim portents. Does the GM decide the number themselves or is it a roll?</p><p></p><p>So each dungeon is less a place to visit and more a house on fire? Do something, or else?</p><p></p><p>I've personally never experienced modules for any version of D&D, so I don't get the reference to Caves of Chaos. I'll take your word for it that they're very different.</p><p></p><p>Oh boy. Since you've asked nicely:</p><ul> <li data-xf-list-type="ul">I don't like skill challenges, or at least I've never experienced a good one. Felt like a mini-games and took me out of the fiction.</li> <li data-xf-list-type="ul">I don't like the powers. Every class getting the same amount didn't sit well with me and having to switch them out every few levels was even worse. They should have been a smaller pool of powers that scaled with level and different classes should have gotten different amounts of them. For example Fighters being focused on at wills, while wizards would get a bunch of dailies and maybe they'd bother get some encounter powers (an idea off the top of my head).</li> <li data-xf-list-type="ul">I don't like the idea of players meta-shopping and giving the DM a wish list for treasure that will show up in later dungeons.</li> <li data-xf-list-type="ul">I don't like that Epic tier is a core part of the game. It should have been opt-in as a separate book or line of books.</li> <li data-xf-list-type="ul">Though I don't like how frail characters start as in other versions, the amount of HP everyone starts with was a tad too much. Should have had an option to start a bit weaker to begin with.</li> <li data-xf-list-type="ul">I don't like how the inclusion of long lists of powers and the epic levels meant there wasn't enough room for all the expected core classes and races to be in the first rule books, requiring more investment in later volumes just to have what most earlier versions had. Basically the Player's handbook 1 and 2 races and classes in one volume would have been better.</li> </ul><p>For those who love all the above, I'm not trying to yuck your yum. There was too much to house rule so I had to leave it all behind. For reference I had issues with every version of D&D I've played or ran but the others are much easier to house rule.</p><p></p><p>I've not looked at 13th age all that deeply, but maybe it would be more for me than 4e. I don't like the idea of those preset characters, Elf Queen, Dwarf King or whatever they're called, but that's easier to house rule away and replace with home-made ones.</p><p></p><p>I have played SWSE and thought it was OK. From what I've heard better star wars RPGs have come out since that better capture the feel of the franchise.</p><p></p><p>OK, so it's expected that each threat is able to be dealt with in some way? Or is there some of the classic "you meet the dragon and have to run away until you're stronger, but you'll be back..."?</p><p></p><p>Sorry if I wasn't clear. I'd be OK with what you're describing part of the time, and then mix in some quests/missions that don't affect the world. Sometimes you go places just to get loot, only your own lives are at stake. </p><p></p><p>I think in another part of the thread there was talk of high stakes Story Now versus low stakes Story Now? Maybe some hybrid between those two would be more my style. Anybody know which are which? BitD definitely sounds like the high stakes kind, DW sounding close to it as well. Not sure what's an example of the low stakes Story Now.</p><p></p><p>I do plan to read it when I have time. Looks a bit like gritty low-magic fantasy, is that the intended genre?</p></blockquote><p></p>
[QUOTE="RhaezDaevan, post: 8686412, member: 6777482"] Ah, OK. Definitely a different way to do things. You say 2 to 3 dangers and 1 to 3 grim portents. Does the GM decide the number themselves or is it a roll? So each dungeon is less a place to visit and more a house on fire? Do something, or else? I've personally never experienced modules for any version of D&D, so I don't get the reference to Caves of Chaos. I'll take your word for it that they're very different. Oh boy. Since you've asked nicely: [LIST] [*]I don't like skill challenges, or at least I've never experienced a good one. Felt like a mini-games and took me out of the fiction. [*]I don't like the powers. Every class getting the same amount didn't sit well with me and having to switch them out every few levels was even worse. They should have been a smaller pool of powers that scaled with level and different classes should have gotten different amounts of them. For example Fighters being focused on at wills, while wizards would get a bunch of dailies and maybe they'd bother get some encounter powers (an idea off the top of my head). [*]I don't like the idea of players meta-shopping and giving the DM a wish list for treasure that will show up in later dungeons. [*]I don't like that Epic tier is a core part of the game. It should have been opt-in as a separate book or line of books. [*]Though I don't like how frail characters start as in other versions, the amount of HP everyone starts with was a tad too much. Should have had an option to start a bit weaker to begin with. [*]I don't like how the inclusion of long lists of powers and the epic levels meant there wasn't enough room for all the expected core classes and races to be in the first rule books, requiring more investment in later volumes just to have what most earlier versions had. Basically the Player's handbook 1 and 2 races and classes in one volume would have been better. [/LIST] For those who love all the above, I'm not trying to yuck your yum. There was too much to house rule so I had to leave it all behind. For reference I had issues with every version of D&D I've played or ran but the others are much easier to house rule. I've not looked at 13th age all that deeply, but maybe it would be more for me than 4e. I don't like the idea of those preset characters, Elf Queen, Dwarf King or whatever they're called, but that's easier to house rule away and replace with home-made ones. I have played SWSE and thought it was OK. From what I've heard better star wars RPGs have come out since that better capture the feel of the franchise. OK, so it's expected that each threat is able to be dealt with in some way? Or is there some of the classic "you meet the dragon and have to run away until you're stronger, but you'll be back..."? Sorry if I wasn't clear. I'd be OK with what you're describing part of the time, and then mix in some quests/missions that don't affect the world. Sometimes you go places just to get loot, only your own lives are at stake. I think in another part of the thread there was talk of high stakes Story Now versus low stakes Story Now? Maybe some hybrid between those two would be more my style. Anybody know which are which? BitD definitely sounds like the high stakes kind, DW sounding close to it as well. Not sure what's an example of the low stakes Story Now. I do plan to read it when I have time. Looks a bit like gritty low-magic fantasy, is that the intended genre? [/QUOTE]
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Supposing D&D is gamist, what does that mean?
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