I agree with what Skeptic said. Also, as soon as you have to sit out on XP, the you are (in effect) having to sacrifice fun in play in order to pursue your thematic goal. At that point, the system is neither facilitative, nor neutral, but an obstacle. And what I'm hoping for (and trying to articulate) is a notion of 4e as largely obstacle-free, and mildly facilitative, of narrativist play.Lanefan said:Well, that's where the DM needs to tweak the reward loop, as you call it.
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Also, keep in mind that not every challenge is going to fit in with everyone's theme; sometimes your theme will take precedence, leading you to essentially sit that one out and lose out on some ExP - so be it, and it'll all balance out in the end.
The question is - can the gamist elements be narratively unified, such that making the best thematic decision does not] disadvantage one's chance of success? If not, you are right and my theory falls over. I'm hoping that the design goal of "equally viable builds" will do the job here - that the equal gamist viability will also be coherent thematic viability.skeptic said:If you make decisions not according to the best strategy/guts decision available but according to the theme you want to develop, you are penalyzing yourself vs the challenge to overcome. Doing so, your chance to succeed at the quest/goal are reduced, the next level is further away, etc.
I take it that you think it's a pipe dream?skeptic said:I understand your dream to have a narratavist layer on top of D&D gamist character progression / combat rules, I had the same some years ago.