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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Thing I thought 4e did better: Monsters
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<blockquote data-quote="Ilbranteloth" data-source="post: 7006594" data-attributes="member: 6778044"><p>As I've said, from a game design I do think 4e has a lot of strengths. Still not a game I prefer to play, but I know there are a number of concepts pulled from 4e and implemented on a more traditional D&D ruleset. </p><p></p><p></p><p></p><p>Yep, I'm a "get the job done" type. So if a flat Excel Database will do the trick, then I won't worry about designing an Access or SQL database. If it requires that complexity, then I will. But again, a large part of this is my own personal knowledge. Time is often a factor at play, and when that's the case my only concern is get the right result, and within the deadline. </p><p></p><p>With something like a game system, an imperfect system that we all know how to play (and want to play) works better than one that the rest of the players have no interest in learning.</p><p></p><p></p><p></p><p>You know it's funny, because one of the things that I mention to people quite frequently is that if you ask somebody, "what do you do?" they'll almost always answer with their job. You job typically occupies more of your "what you do" time than anything else. Except that I find my job often defines who I am the least.</p><p></p><p></p><p></p><p>Except that the offscreen stuff often works better with rules. For example, we have rules for researching spells, crafting magic items, etc. and these take a long time. How long is partially determined by the rules we have in place. So while a player is actively using one character, their other characters are offscreen, but taking advantage of these rules. There is no DM fiat in those cases, but the rules allow us to handle the offscreen stuff very quickly from a mechanical standpoint, and helps not only add interest, but provide actual decision points to. For example, at a following session a different group of characters is heading out to explore something, and a player with a wizard has to determine whether he wants to put his research on hold and head out, or keep up with his research, in which case the player will use one of their other characters.</p><p></p><p>5e has downtime rules that can be used in place of actually playing out the scenes, if the players and DM determine that it's a better approach for that point in time. </p><p></p><p>As for "flipping through the index" if you're familiar with the game it is a relatively trivial process to either know or look up what a spell does. With digital tools, spell cards, and a bit of DM prep based on your own personal needs, it doesn't take much to make that work. I don't entirely disagree, the same way that the in-line stat blocks in adventures evolved. But a great many of those decisions are entirely because of publishing restrictions, and if you have x-number of pages available, then you have a choice of more content, or duplicate text.</p><p></p><p>Yes, making the world interesting is part of the world-building process. We just find different things interesting than you perhaps?</p></blockquote><p></p>
[QUOTE="Ilbranteloth, post: 7006594, member: 6778044"] As I've said, from a game design I do think 4e has a lot of strengths. Still not a game I prefer to play, but I know there are a number of concepts pulled from 4e and implemented on a more traditional D&D ruleset. Yep, I'm a "get the job done" type. So if a flat Excel Database will do the trick, then I won't worry about designing an Access or SQL database. If it requires that complexity, then I will. But again, a large part of this is my own personal knowledge. Time is often a factor at play, and when that's the case my only concern is get the right result, and within the deadline. With something like a game system, an imperfect system that we all know how to play (and want to play) works better than one that the rest of the players have no interest in learning. You know it's funny, because one of the things that I mention to people quite frequently is that if you ask somebody, "what do you do?" they'll almost always answer with their job. You job typically occupies more of your "what you do" time than anything else. Except that I find my job often defines who I am the least. Except that the offscreen stuff often works better with rules. For example, we have rules for researching spells, crafting magic items, etc. and these take a long time. How long is partially determined by the rules we have in place. So while a player is actively using one character, their other characters are offscreen, but taking advantage of these rules. There is no DM fiat in those cases, but the rules allow us to handle the offscreen stuff very quickly from a mechanical standpoint, and helps not only add interest, but provide actual decision points to. For example, at a following session a different group of characters is heading out to explore something, and a player with a wizard has to determine whether he wants to put his research on hold and head out, or keep up with his research, in which case the player will use one of their other characters. 5e has downtime rules that can be used in place of actually playing out the scenes, if the players and DM determine that it's a better approach for that point in time. As for "flipping through the index" if you're familiar with the game it is a relatively trivial process to either know or look up what a spell does. With digital tools, spell cards, and a bit of DM prep based on your own personal needs, it doesn't take much to make that work. I don't entirely disagree, the same way that the in-line stat blocks in adventures evolved. But a great many of those decisions are entirely because of publishing restrictions, and if you have x-number of pages available, then you have a choice of more content, or duplicate text. Yes, making the world interesting is part of the world-building process. We just find different things interesting than you perhaps? [/QUOTE]
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