Yes, you are slower so you can not jump as far. Would more degrees of detail be even better, sure. But the penalty is defined as a representation of the description of a slower character.Really? So, that -6 I take to jump checks for having a base 20 movement is narratively determined?
Are these honest questions?That -8 I take for wearing plate mail is narratively determined? The fact that I can only spend X ranks in jump dependent on my level is narratively determined? The bonus I get to my jump check based on my Str is narratively determined?
Yep, you don't get it. I can't make you understand. I fail.Really? Plus, when I actually try to jump, how far I jump is based on any narrative I the player make? Or, is it entirely determined by the mechanics of the game?
Sure, I can determine if I'm good at jumping or not. That's part of the character building mechanics. But, whether or not I am good at jumping, how far I can jump is entirely mechanically determined.
In the same way, all good trippers must have a base Int of 13 (Combat Expertise feat requires an Int of 13). How is that narratively determined? Anyone who is good at tripping must be of above average intelligence.
The vast majority of D&D is not narratively determined. If you want narratively determined mechanics, there are excellent games out there that do this. Spirit of the Century immedietely jumps to mind here, where the fact that you are good at something flows from the character narratives. 3:16 Carnage Beyond the Stars also allows for all sorts of narrative control in the game.
D&D? Not so much.
Your point is completely understood. That is what is so boggling to me. Your point is trivially easy to understand. And if you understood *my* point, you would see how yours is completely resolved.Lalato - this is nicely putting the point I've been trying to make.
I am such a one.Like I said in my post, I'm not suggesting that you or Pawsplay is ignorant. But to be perfectly honest, I feel that this is not true of everyone on ENworld.
Without wanting to rudely name any names, I do think that there are some - even quite a few - posters on ENworld who do not have much familiarity with games that aren't either D&D in drag (choose a class or equivalent, choose a race or equivalent, and from all that derive some abilities that are then deployed in a more-or-less simulationist action resolution mechanic) ...
When I talk about 4e - or any other e - my frame of reference is the other editions of D+D plus my own houserules and ideas. That's it. And to talk about D+D that *should* really be all I need.Of course this wouldn't be an issue - no one is obliged to be informed about comparative trivialities like trends in RPG design and play! - except that the ignorance in question is from time to time manifested in threads about the problems with, or limitations of, 4e.
Well, I couldn't disagree more. I think it's the *intent* behind the mechanics that has changed most drastically between editions.Lalato - this is nicely putting the point I've been trying to make.I don't understand what is so controversial about that. Mechanics do, in fact, affect the narrative. How much they affect the narrative is up to your group. The DM decides when a roll is appropriate. I don't see how this is different through any of the editions of D&D. It's still D&D... each edition I've played has warts as far as I'm concerned (I've been playing since 1981), but I consider them all D&D. I also don't understand what is so controversial about that.
Step back a tick and take a broader look, then ask:If every single mechanically determined event in D&D is mechanics first, then how is adding in a SC so radically different? At no point in D&D can you narrate before you know the results of a mechanically determined event. So, adding in a framework where you have a mechanically determined method for resolving complicated events, a framework, by the way, that is not simply limited to 6/3, but to any number of successes/failures, where you can end the SC early BY THE RULES and where the chances of success are determined by the in game fiction.
Where's the problem?
Really? So, that -6 I take to jump checks for having a base 20 movement is narratively determined? That -8 I take for wearing plate mail is narratively determined? The fact that I can only spend X ranks in jump dependent on my level is narratively determined? The bonus I get to my jump check based on my Str is narratively determined?
Really? Plus, when I actually try to jump, how far I jump is based on any narrative I the player make? Or, is it entirely determined by the mechanics of the game?
Sure, I can determine if I'm good at jumping or not. That's part of the character building mechanics. But, whether or not I am good at jumping, how far I can jump is entirely mechanically determined.
Well, I couldn't disagree more. I think it's the *intent* behind the mechanics that has changed most drastically between editions.
Between all those checks and balances of finding the right sweet spot between mechanics and narrative, I just feel that 4E is the most gamist for prioritizing metagame rules over roleplaying narrative.
If that is perceived to change the feel of the D&D game, then that would be controversial.
I'm not sure why anyone would be surprised by such a controversy, as there must be hundreds of threads about this over the last several years.