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The D&D 4th edition Rennaissaince: A look into the history of the edition, its flaws and its merits
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<blockquote data-quote="EzekielRaiden" data-source="post: 9572374" data-attributes="member: 6790260"><p>There's actually another source, one that very often gets overlooked or ignored.</p><p></p><p><em>Soccer</em>. Or Association Football, for those who don't like the nickname derived (in Britain, <em>by</em> the Brits!) from the word "association."</p><p></p><p>Defenders, Strikers, Leaders, and Controllers are <em>literally</em> tasks players can be assigned on the soccer field. And two of the most common approaches to being a Defender in soccer...are to "mark" (that's <em>literally the word used</em>) specific opponents to track, or to lock down one specific <em>area</em> of the field around you. Y'know...literally the two major gameplay mechanics of Defenders in 4e: marks that target specific opponents, and auto-marking "stances" which affect anyone that gets close to you.</p><p></p><p>For all the hullabaloo about 4e being unrealistic...it's heavily inspired by very real and very meaningful tactical choices in a competitive environment. Of course, soccer players don't normally kill their opponents, but soccer was just that, an inspiration, not a carbon-copy adaptation.</p><p></p><p></p><p>There's a tug-of-war between, if we phrase them nicely, "idealism" and "practicality". Too much idealism and you get wishful thinking and endless disappointments that can leave a person bitter and distrustful. Too much practicality and you get cynicism and prodigious lack-of-imagination fallacies.</p><p></p><p>So, in the spirit of being respectful of both idealism and practicality: If someone <em>does</em> decide to do this, they'd better make sure they have a good solution for the "Marking problem" I cited above. That is, Marking only works when there's a real person's <em>brain</em> behind it, making real <em>choices</em>, rather than RNG or threat-tables or scripted behavior. In the absence of a real, decision-making person, you're left with having to figure out how to program a computer to behave strategically. This is very, very difficult. It is not totally impossible (ask me sometime about the genuine <em>cleverness</em> of the GalCiv 3 AI), but it is quite hard. </p><p></p><p>Given how important well-executed Marking mechanics are for making this system work properly, this is a hard problem that needs to be solved. That is a reason to pause and reflect, and to confirm that your ideal product is, in fact, actually possible.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9572374, member: 6790260"] There's actually another source, one that very often gets overlooked or ignored. [I]Soccer[/I]. Or Association Football, for those who don't like the nickname derived (in Britain, [I]by[/I] the Brits!) from the word "association." Defenders, Strikers, Leaders, and Controllers are [I]literally[/I] tasks players can be assigned on the soccer field. And two of the most common approaches to being a Defender in soccer...are to "mark" (that's [I]literally the word used[/I]) specific opponents to track, or to lock down one specific [I]area[/I] of the field around you. Y'know...literally the two major gameplay mechanics of Defenders in 4e: marks that target specific opponents, and auto-marking "stances" which affect anyone that gets close to you. For all the hullabaloo about 4e being unrealistic...it's heavily inspired by very real and very meaningful tactical choices in a competitive environment. Of course, soccer players don't normally kill their opponents, but soccer was just that, an inspiration, not a carbon-copy adaptation. There's a tug-of-war between, if we phrase them nicely, "idealism" and "practicality". Too much idealism and you get wishful thinking and endless disappointments that can leave a person bitter and distrustful. Too much practicality and you get cynicism and prodigious lack-of-imagination fallacies. So, in the spirit of being respectful of both idealism and practicality: If someone [I]does[/I] decide to do this, they'd better make sure they have a good solution for the "Marking problem" I cited above. That is, Marking only works when there's a real person's [I]brain[/I] behind it, making real [I]choices[/I], rather than RNG or threat-tables or scripted behavior. In the absence of a real, decision-making person, you're left with having to figure out how to program a computer to behave strategically. This is very, very difficult. It is not totally impossible (ask me sometime about the genuine [I]cleverness[/I] of the GalCiv 3 AI), but it is quite hard. Given how important well-executed Marking mechanics are for making this system work properly, this is a hard problem that needs to be solved. That is a reason to pause and reflect, and to confirm that your ideal product is, in fact, actually possible. [/QUOTE]
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