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The game police, they live inside of my head
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<blockquote data-quote="Primitive Screwhead" data-source="post: 3770608" data-attributes="member: 20805"><p>I don't find this to be so.. I have HRs for replacing or changing combat actions, spells, grappling, hit points, conditions... well, pretty much everything. I have found 3E easier to create a rule and predict the impact on the rest of the system. Many of my HR's nowadays get refined through the boards here before they even see playtime. In 2E, HR results were much more a guesstimate, and often had to be refined in playtest... occasionally resulting in horrible outcomes for the enjoyment of the game.</p><p></p><p>I much prefer a tightly nit, understandable system that I can trade pieces out of like a giant set of lego's...and that I can walk into a new game with a good idea of what to expect.</p><p></p><p>I don't forsee 4E straying far from 3E in this regard, the system will probably use similar systme balances, but with 30 levels will have more granularity. This makes the lego blocks smaller and easier to build into a wider variety of game styles.</p><p></p><p>YMMV, of course.</p><p></p><p>HowandWhy99.. You missed the point of my previous post. I just couldn't find the right words to for the diametricly opposed comments of minimizing OOC thought and suggesting the *player* learn that the character might have an unknown penalty when he missed on a 14 <em>but other players hit on a 14</em></p><p> OOC indeed.</p><p></p><p>IMHO the character should know that the supposedly cursed sword drew the attack off-line, and a DM's comment along the lines of 'You swing mightly, in true form that your sensai would be proud of.. but for some reason your sword seemed to glance off his bare skin...'</p><p> *that* would be IC</p><p></p><p>I agree with <strong>TwinBahamut </strong> in that knowing the rules and roleplaying are two seperate deals. IME, knowing the rules makes it easier to submerge into the game.</p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 3770608, member: 20805"] I don't find this to be so.. I have HRs for replacing or changing combat actions, spells, grappling, hit points, conditions... well, pretty much everything. I have found 3E easier to create a rule and predict the impact on the rest of the system. Many of my HR's nowadays get refined through the boards here before they even see playtime. In 2E, HR results were much more a guesstimate, and often had to be refined in playtest... occasionally resulting in horrible outcomes for the enjoyment of the game. I much prefer a tightly nit, understandable system that I can trade pieces out of like a giant set of lego's...and that I can walk into a new game with a good idea of what to expect. I don't forsee 4E straying far from 3E in this regard, the system will probably use similar systme balances, but with 30 levels will have more granularity. This makes the lego blocks smaller and easier to build into a wider variety of game styles. YMMV, of course. HowandWhy99.. You missed the point of my previous post. I just couldn't find the right words to for the diametricly opposed comments of minimizing OOC thought and suggesting the *player* learn that the character might have an unknown penalty when he missed on a 14 [i]but other players hit on a 14[/i] OOC indeed. IMHO the character should know that the supposedly cursed sword drew the attack off-line, and a DM's comment along the lines of 'You swing mightly, in true form that your sensai would be proud of.. but for some reason your sword seemed to glance off his bare skin...' *that* would be IC I agree with [B]TwinBahamut [/B] in that knowing the rules and roleplaying are two seperate deals. IME, knowing the rules makes it easier to submerge into the game. [/QUOTE]
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