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The D&D Experience (or, All Roads lead to Rome)
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<blockquote data-quote="ExploderWizard" data-source="post: 5465950" data-attributes="member: 66434"><p>Who says it is? A character using a standard ability for its intended effect in <em>any </em>edition isn't being particularly creative. The same goes for a magic user casting a sleep spell to incapacitate foes using AD&D. It is simply the standard use of character abilities to accomplish goals. </p><p> </p><p>The difference with skill challenges is that the players engage the mechanical structure instead of the situation. Rather than think about what can be done to resolve the issue, the player thinks about what applicable skill will be the best to roll against in order to contribute toward winning the challenge. </p><p> </p><p>This is partially a skill challenge problem but mostly an <em>encounter </em>problem. </p><p>"The encounter" is the root of all suckitude and the death of organic play IMHO. The breaking up of activity into set piece mechanics-heavy mini games is bad enough for just combat but when applied to any activity of substance going on at all <em>the game </em>itself drifts away into this series of mini games. </p><p> </p><p>Honestly, it seems like D&D for the attention deficit generation. Blah, Blah,Blah [combat] Blah,Blah [skill challenge],Blah,Blah [skill challenge],Blah,Blah [combat]</p><p> </p><p>Between these set piece mini games is "filler" during which players get a drink, go to the bathroom, check twitter, etc. The encounter structure is a player dog whistle signaling that its time to pay attention because turn taking, round robin dice rolling is about to begin. <img src="http://www.enworld.org/forum/images/smilies/yawn.png" class="smilie" loading="lazy" alt=":yawn:" title="Yawn :yawn:" data-shortname=":yawn:" /> </p><p> </p><p>This is just how I feel about the encounter structure having run a 4E campaign for about a year. The experiences of others will most certainly vary. </p><p> </p><p></p><p> </p><p>Live play at the table can never be captured by computer. The question is, can the resolution of encounters be so modeled?</p></blockquote><p></p>
[QUOTE="ExploderWizard, post: 5465950, member: 66434"] Who says it is? A character using a standard ability for its intended effect in [I]any [/I]edition isn't being particularly creative. The same goes for a magic user casting a sleep spell to incapacitate foes using AD&D. It is simply the standard use of character abilities to accomplish goals. The difference with skill challenges is that the players engage the mechanical structure instead of the situation. Rather than think about what can be done to resolve the issue, the player thinks about what applicable skill will be the best to roll against in order to contribute toward winning the challenge. This is partially a skill challenge problem but mostly an [I]encounter [/I]problem. "The encounter" is the root of all suckitude and the death of organic play IMHO. The breaking up of activity into set piece mechanics-heavy mini games is bad enough for just combat but when applied to any activity of substance going on at all [I]the game [/I]itself drifts away into this series of mini games. Honestly, it seems like D&D for the attention deficit generation. Blah, Blah,Blah [combat] Blah,Blah [skill challenge],Blah,Blah [skill challenge],Blah,Blah [combat] Between these set piece mini games is "filler" during which players get a drink, go to the bathroom, check twitter, etc. The encounter structure is a player dog whistle signaling that its time to pay attention because turn taking, round robin dice rolling is about to begin. :yawn: This is just how I feel about the encounter structure having run a 4E campaign for about a year. The experiences of others will most certainly vary. Live play at the table can never be captured by computer. The question is, can the resolution of encounters be so modeled? [/QUOTE]
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