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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="The Crimson Binome" data-source="post: 6586097" data-attributes="member: 6775031"><p>I'm not sure that there's as much of an argument about HP <em>within</em> the Sim camp. Really, though, even <em>that</em> is tangential as long as they can be treated consistently. A hardcore Sim player running a 3.X game will have a codified definition of what HP represent, and can describe the OneTrueNarrative that goes along with gaining or losing HP. It might be <em>vague</em>, but it won't be <em>abstract</em>. (Or, at least, it will be much <em>less</em> abstract than a lot of what you hear on these boards.) </p><p></p><p>Process Sim advocates are good at deriving game mechanics directly from narrative information, in a one-for-one correlation, <em>if</em> the system allows for it. </p><p></p><p> I would argue that point. And it's not a matter of Narrative mechanics, as an <em>absolute</em>; it's a matter of Narrative mechanics <em>in the hands of the players.</em> Some 4E powers work <em>because the players</em> are empowered to make them work, and if there's an argument to that point, I haven't heard it. And the 4E design philosophy was that, unless I have forgotten, everything is core - the DM was not heavily encouraged to change things. </p><p></p><p>By contrast, 5E has a couple of optional rules which grant Narrative control to the players, but they're <em>only</em> ever optional. Don't forget that Feats, as a whole, are entirely optional; and even if feats are allowed, individual feats can also be disallowed. The DM is encouraged to do so, in an effort to customize the world and the gameplay experience. And Inspiration is only ever awarded by the DM, so it can only ever be <em>used</em> in a manner approved by the DM.</p></blockquote><p></p>
[QUOTE="The Crimson Binome, post: 6586097, member: 6775031"] I'm not sure that there's as much of an argument about HP [I]within[/I] the Sim camp. Really, though, even [I]that[/I] is tangential as long as they can be treated consistently. A hardcore Sim player running a 3.X game will have a codified definition of what HP represent, and can describe the OneTrueNarrative that goes along with gaining or losing HP. It might be [I]vague[/I], but it won't be [I]abstract[/I]. (Or, at least, it will be much [I]less[/I] abstract than a lot of what you hear on these boards.) Process Sim advocates are good at deriving game mechanics directly from narrative information, in a one-for-one correlation, [I]if[/I] the system allows for it. I would argue that point. And it's not a matter of Narrative mechanics, as an [I]absolute[/I]; it's a matter of Narrative mechanics [I]in the hands of the players.[/I] Some 4E powers work [I]because the players[/I] are empowered to make them work, and if there's an argument to that point, I haven't heard it. And the 4E design philosophy was that, unless I have forgotten, everything is core - the DM was not heavily encouraged to change things. By contrast, 5E has a couple of optional rules which grant Narrative control to the players, but they're [I]only[/I] ever optional. Don't forget that Feats, as a whole, are entirely optional; and even if feats are allowed, individual feats can also be disallowed. The DM is encouraged to do so, in an effort to customize the world and the gameplay experience. And Inspiration is only ever awarded by the DM, so it can only ever be [I]used[/I] in a manner approved by the DM. [/QUOTE]
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