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The Death of Simulation
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<blockquote data-quote="small pumpkin man" data-source="post: 4018185" data-attributes="member: 57910"><p>3.x Potions and wands can only hold low level powers, Rods work differently than staves, Certain types of bonuses work better in certain slots, Magic and Magic Items have always had arbitrary rules, it's <em>Magic</em>. Oh, and btw? the ring rules are fairly obviously narrativist, they could easily be balanced without the tier restrictions, they're more likely to be there to make getting a ring an important story event for the character (helping to keep magic items "special" in the higher levels).</p><p></p><p>3.x characters could take ranks in things which they'd had no training in, this is less silly since it's supposed to refer to their general knowledge, life skills and "main character"ness instead of specific training. In fact the way a character like, say, a 20th level Paladin, who can fall from orbit twice and then kill an elephant with a rusty spoon, but has trouble to climbing a tree or swimming a river was one of the larger verisimilitude problems I had with 3.x.</p><p></p><p>Again, <em>exactly the same</em>, the difference between resting 8 hours and resting 5 minutes should be non-existent in terms of verisimilitude.</p><p></p><p></p><p>So long as casters had similar (or different but equivalent) penalties you could do that, it would require messing around though. I personally think per encounter martial powers work fine, although they are fairly abstract, yes.</p><p></p><p>Yes, that would be the "resting 5 minutes part", there's nothing wrong here.</p><p></p><p></p><p>It's not in because it's "kewl", it's in because it makes the fight more interesting, dynamic and hopefully enjoyable, that's what gamist means. I could give you an explanation for how it works, but ultimately yes, it's in there for gamist reasons.</p><p></p><p>Specific Dragon abilities aside, if Bloodied is 80-90% of the time a bad thing, then at least the idea of Bloodied makes hp better from both a simulationist <em>and</em> a gamist PoV, can't always do that, but it's nice when it does happen.</p><p></p><p>How exactly is healing spells healing morale and luck "bizarre"? A cleric using their faith to raise morale and give the blessing of luck makes <em>more</em> sense and is far less wacky and out there than it literally closing wounds.</p><p></p><p></p><p>Look, most of these are just "4e works different to older editions", they make no more or less sense than their 3.x or 2e equivalents, the only parts where verisimilitude is taking second seating to gameplay are martial per encounter abilities, and maybe some abilities based off bloodied, and it's not like they can't be explained and fit into the world if your willing to take the time.</p></blockquote><p></p>
[QUOTE="small pumpkin man, post: 4018185, member: 57910"] 3.x Potions and wands can only hold low level powers, Rods work differently than staves, Certain types of bonuses work better in certain slots, Magic and Magic Items have always had arbitrary rules, it's [i]Magic[/i]. Oh, and btw? the ring rules are fairly obviously narrativist, they could easily be balanced without the tier restrictions, they're more likely to be there to make getting a ring an important story event for the character (helping to keep magic items "special" in the higher levels). 3.x characters could take ranks in things which they'd had no training in, this is less silly since it's supposed to refer to their general knowledge, life skills and "main character"ness instead of specific training. In fact the way a character like, say, a 20th level Paladin, who can fall from orbit twice and then kill an elephant with a rusty spoon, but has trouble to climbing a tree or swimming a river was one of the larger verisimilitude problems I had with 3.x. Again, [i]exactly the same[/i], the difference between resting 8 hours and resting 5 minutes should be non-existent in terms of verisimilitude. So long as casters had similar (or different but equivalent) penalties you could do that, it would require messing around though. I personally think per encounter martial powers work fine, although they are fairly abstract, yes. Yes, that would be the "resting 5 minutes part", there's nothing wrong here. It's not in because it's "kewl", it's in because it makes the fight more interesting, dynamic and hopefully enjoyable, that's what gamist means. I could give you an explanation for how it works, but ultimately yes, it's in there for gamist reasons. Specific Dragon abilities aside, if Bloodied is 80-90% of the time a bad thing, then at least the idea of Bloodied makes hp better from both a simulationist [i]and[/i] a gamist PoV, can't always do that, but it's nice when it does happen. How exactly is healing spells healing morale and luck "bizarre"? A cleric using their faith to raise morale and give the blessing of luck makes [i]more[/i] sense and is far less wacky and out there than it literally closing wounds. Look, most of these are just "4e works different to older editions", they make no more or less sense than their 3.x or 2e equivalents, the only parts where verisimilitude is taking second seating to gameplay are martial per encounter abilities, and maybe some abilities based off bloodied, and it's not like they can't be explained and fit into the world if your willing to take the time. [/QUOTE]
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