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The power of D&D is the power of dreams and imagination, and rules for both!
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<blockquote data-quote="Remathilis" data-source="post: 4400186" data-attributes="member: 7635"><p>So, this is a long-winded way of saying: "How DARE fourth edition condense everything into a power that fits on a note card!"?</p><p></p><p>I have to heartily disagree with your basic premise: game-balance does NOT kill imagination. Nor does rules that are internally consistent, or classes that have equal value along all levels of play, or simple resolution mechanics. These don't kill imagination, they (as you said) stabilize it for everyone. </p><p></p><p>See, in my humble opinion, the only imagination "unbalanced" rules created was "how can I manipulate X rules to my advantage?" Classically, this meant finding spell-combos (Timestop + Delayed Blast Fireball or Shapechange: choker + quicken spell = three spells a round + move action) or later, feat/class/prestige class combos. I guess you can look at those and say "that's creative" but often times it took things that weren't broken on their own and made them so good, they ruined the fun of others.</p><p></p><p>Similarly, classic canards like "Wizards should be the most important class, they're WIZARDS!" is hogwash. Wizard is a character option, just like fighter, rogue or barbarian. It should be equally viable at low levels, and equally useful at high levels. The same should be said for rogues/thieves, elves, humans, clerics, fighters, and ANY OTHER CHARACTER CREATION CONCEPT. If knowing your dwarven fighter has built in obsolesces or that humans only come into their own if you have a game where you reach 15th level, you are punishing me for wanting to use my imagination. If I imagine my PC a burly dwarven shocktrooper with axe cleaving skulls, I don't want to find out at level 12 I've maxed out my ability to improve (but that's ok, the human mage I defended for 11 levels can kill anything, even me, in a thought). That's the rules dictating to me my imagination.</p><p></p><p>Lastly, nothing helps my imagination grow like rules that allow me an opportunity to do things! A simplified resolution mechanic that allows DMs flexibility to adjudicate whatever a PC wishes to try is a godsend. No having to go step-by-step through grapple rules to throw a guy out a window. No awkward punching/wrestling table in a barfight! No "Why can the thief climb the mountainside, but not me?" logic. It frees my imagination and when I don't worry about the rules, I can run wild. </p><p></p><p>Sorry Edena, but your argument (colorful that it is) is a bit too clever. Imagination (like life) finds a way to play in almost any condition, be it GI Joe, Barbie, LEGOS, WoW RP servers, or D&D.</p></blockquote><p></p>
[QUOTE="Remathilis, post: 4400186, member: 7635"] So, this is a long-winded way of saying: "How DARE fourth edition condense everything into a power that fits on a note card!"? I have to heartily disagree with your basic premise: game-balance does NOT kill imagination. Nor does rules that are internally consistent, or classes that have equal value along all levels of play, or simple resolution mechanics. These don't kill imagination, they (as you said) stabilize it for everyone. See, in my humble opinion, the only imagination "unbalanced" rules created was "how can I manipulate X rules to my advantage?" Classically, this meant finding spell-combos (Timestop + Delayed Blast Fireball or Shapechange: choker + quicken spell = three spells a round + move action) or later, feat/class/prestige class combos. I guess you can look at those and say "that's creative" but often times it took things that weren't broken on their own and made them so good, they ruined the fun of others. Similarly, classic canards like "Wizards should be the most important class, they're WIZARDS!" is hogwash. Wizard is a character option, just like fighter, rogue or barbarian. It should be equally viable at low levels, and equally useful at high levels. The same should be said for rogues/thieves, elves, humans, clerics, fighters, and ANY OTHER CHARACTER CREATION CONCEPT. If knowing your dwarven fighter has built in obsolesces or that humans only come into their own if you have a game where you reach 15th level, you are punishing me for wanting to use my imagination. If I imagine my PC a burly dwarven shocktrooper with axe cleaving skulls, I don't want to find out at level 12 I've maxed out my ability to improve (but that's ok, the human mage I defended for 11 levels can kill anything, even me, in a thought). That's the rules dictating to me my imagination. Lastly, nothing helps my imagination grow like rules that allow me an opportunity to do things! A simplified resolution mechanic that allows DMs flexibility to adjudicate whatever a PC wishes to try is a godsend. No having to go step-by-step through grapple rules to throw a guy out a window. No awkward punching/wrestling table in a barfight! No "Why can the thief climb the mountainside, but not me?" logic. It frees my imagination and when I don't worry about the rules, I can run wild. Sorry Edena, but your argument (colorful that it is) is a bit too clever. Imagination (like life) finds a way to play in almost any condition, be it GI Joe, Barbie, LEGOS, WoW RP servers, or D&D. [/QUOTE]
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