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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
The Best Thing from 4E
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<blockquote data-quote="JamesonCourage" data-source="post: 6577190" data-attributes="member: 6668292"><p>I guess it's probably true that not all rules set limits, but I have a hard time coming up with them. They set how you win (there are no other ways to win), what you can do (all the things you can't do), how to judge things in case of a tie (ruling out all other methods), etc. Rules set limitations which then define the game.</p><p></p><p>(1) Reflavoring. Go for it if you want to (I did it in 4e from the first session when the monk wanted a hammer but only had a club, or something). But it's not what the rules say.</p><p></p><p>(2) Doesn't it take like 24 hours? Or is that another ED? I don't have DDI my subscription anymore. If it is 24 hours, I guess it could be a really, really long jump.</p><p></p><p>Page 42 was tremendous. I just wish it was in the hands of the players.</p><p></p><p>Doesn't Athletics have defined rules for jumping? I don't remember, but I thought it did.</p><p></p><p>That aside, this is a weakness of the system, in my opinion. Players have no floor from which to stand from moment to moment. This is straight up "mother may I" in my opinion. They have to play the GM -find out what's okay with his views, and run with that. They have no other option for this, because they aren't given the tools themselves. (Page 42 is the GM's tool, not a player tool, and that's too bad.)</p><p></p><p>Which I think is entirely normal for GMs. It's not how I run my game, but I have no problem in playing in that kind of game, as long as I know it's happening (whether I just catch on and then adjust my mindset, or I'm told that explicitly before play begins).</p><p></p><p>Well, simplicity. But I prefer nuance over simplicity in my RPGs, so I have a ton of this stuff in my RPG (societal racial traits, biological racial traits, national traits, regional traits, flaws, quirks, complications, personality traits, etc.).</p><p></p><p>But, staying to 4e, yes, the stuff presented really opened up the imaginations for PC backstory for my players, and that really gave me something to hook them on from session one. It was really nice.</p></blockquote><p></p>
[QUOTE="JamesonCourage, post: 6577190, member: 6668292"] I guess it's probably true that not all rules set limits, but I have a hard time coming up with them. They set how you win (there are no other ways to win), what you can do (all the things you can't do), how to judge things in case of a tie (ruling out all other methods), etc. Rules set limitations which then define the game. (1) Reflavoring. Go for it if you want to (I did it in 4e from the first session when the monk wanted a hammer but only had a club, or something). But it's not what the rules say. (2) Doesn't it take like 24 hours? Or is that another ED? I don't have DDI my subscription anymore. If it is 24 hours, I guess it could be a really, really long jump. Page 42 was tremendous. I just wish it was in the hands of the players. Doesn't Athletics have defined rules for jumping? I don't remember, but I thought it did. That aside, this is a weakness of the system, in my opinion. Players have no floor from which to stand from moment to moment. This is straight up "mother may I" in my opinion. They have to play the GM -find out what's okay with his views, and run with that. They have no other option for this, because they aren't given the tools themselves. (Page 42 is the GM's tool, not a player tool, and that's too bad.) Which I think is entirely normal for GMs. It's not how I run my game, but I have no problem in playing in that kind of game, as long as I know it's happening (whether I just catch on and then adjust my mindset, or I'm told that explicitly before play begins). Well, simplicity. But I prefer nuance over simplicity in my RPGs, so I have a ton of this stuff in my RPG (societal racial traits, biological racial traits, national traits, regional traits, flaws, quirks, complications, personality traits, etc.). But, staying to 4e, yes, the stuff presented really opened up the imaginations for PC backstory for my players, and that really gave me something to hook them on from session one. It was really nice. [/QUOTE]
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