Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
Community
General Tabletop Discussion
*TTRPGs General
The Scop: Improvising Like a Pro
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Beginning of the End" data-source="post: 4609601" data-attributes="member: 55271"><p>I'm not the OP, but for me it's because the rules have been dissociated from the game world.</p><p></p><p>Essentially, my primary POV and goal when playing an RPG is to interact with the game world. The rules are a means to that end (and I like it when the rules are interesting and well-designed), but the goal is that interaction with the game world.</p><p></p><p>So my natural mental process is to take the input ("I want to do X"), translate that into mechanical terms ("make a skill check at DC Y"), use the rules to adjudicate the result, and then translate that result back into the game world.</p><p></p><p>This works well in 3rd Edition and previous editions because the rules shared my design ethos: There were a few legacy gamist elements laying around, but 99.9% of the system was designed to model the reality of the game world.</p><p></p><p>Trying to use 4th Edition, on the other hand, feels like I'm pouring sand into my mental cogworks. Because the rules of 4th Edition weren't designed that way -- in fact there's frequently (if not usually) no meaningful connection between the mechanics and the game world at all.</p><p></p><p>This makes using the system unpleasant for me to use under almost any circumstances, but it makes improvisation under the system particularly difficult. The key aspect of any improv is the smooth flow from impulse to thought to action. For me, 4th Edition distrupts that flow.</p><p></p><p>Now, on the other hand, if your primary goal with D&D is to have all the numbers come out "right" and for all the game mechanics to be "balanced", then I'd imagine that 4th Edition simplifies things considerably.</p><p></p><p>I remember discussing a similar issue with a 4th Edition afficionado awhile back. His position was that 3rd Edition needlessly complicates things: You want the slippery floor of the room to be DC 15 because a DC 15 check will be challenging to the players given their current skill level. So you go to the rulebook and you figure out what cause a DC 15 slipperiness and that's what you put on the floor. Wouldn't it be much easier to just say that the floor requires a DC 15 check to cross and then describe that however you want to?</p><p></p><p>From his perspective, that made sense. 3rd Edition requires this multiple step process, whereas 4th Edition just says "level Y = DC X".</p><p></p><p>From my perspective, that looked like lunacy. All I do is say "the floor is icy" or "the floor is wet" or "the floor is uneven". Then, if somebody wants to cross it, I determine the DC for that. It's a two step process: "condition Y = DC X"</p></blockquote><p></p>
[QUOTE="Beginning of the End, post: 4609601, member: 55271"] I'm not the OP, but for me it's because the rules have been dissociated from the game world. Essentially, my primary POV and goal when playing an RPG is to interact with the game world. The rules are a means to that end (and I like it when the rules are interesting and well-designed), but the goal is that interaction with the game world. So my natural mental process is to take the input ("I want to do X"), translate that into mechanical terms ("make a skill check at DC Y"), use the rules to adjudicate the result, and then translate that result back into the game world. This works well in 3rd Edition and previous editions because the rules shared my design ethos: There were a few legacy gamist elements laying around, but 99.9% of the system was designed to model the reality of the game world. Trying to use 4th Edition, on the other hand, feels like I'm pouring sand into my mental cogworks. Because the rules of 4th Edition weren't designed that way -- in fact there's frequently (if not usually) no meaningful connection between the mechanics and the game world at all. This makes using the system unpleasant for me to use under almost any circumstances, but it makes improvisation under the system particularly difficult. The key aspect of any improv is the smooth flow from impulse to thought to action. For me, 4th Edition distrupts that flow. Now, on the other hand, if your primary goal with D&D is to have all the numbers come out "right" and for all the game mechanics to be "balanced", then I'd imagine that 4th Edition simplifies things considerably. I remember discussing a similar issue with a 4th Edition afficionado awhile back. His position was that 3rd Edition needlessly complicates things: You want the slippery floor of the room to be DC 15 because a DC 15 check will be challenging to the players given their current skill level. So you go to the rulebook and you figure out what cause a DC 15 slipperiness and that's what you put on the floor. Wouldn't it be much easier to just say that the floor requires a DC 15 check to cross and then describe that however you want to? From his perspective, that made sense. 3rd Edition requires this multiple step process, whereas 4th Edition just says "level Y = DC X". From my perspective, that looked like lunacy. All I do is say "the floor is icy" or "the floor is wet" or "the floor is uneven". Then, if somebody wants to cross it, I determine the DC for that. It's a two step process: "condition Y = DC X" [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
The Scop: Improvising Like a Pro
Top