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What CAN'T you do with 4e?
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<blockquote data-quote="Mallus" data-source="post: 4288667" data-attributes="member: 3887"><p>I prefer a game which models the worlds found in adventure fiction and film, so a certain recognition of player protagonism is expected, no? Wasn't the recommended reading list they used to include in the DMG almost entirely fiction (and not history, ethnography, and comp. religion)?</p><p></p><p>I always assumed that when people talked about D&D in terms of being a simulation, it was as a simulation of <em>stories</em>, ie where the concept of the protagonist is key. This seems, well, traditional, to me. Look at how even AD&D recognized the protagonist/antagonist status; PC's got class levels while most other members of their race got at most 2HD, barring key opponents. This isn't new to the system. </p><p></p><p></p><p>Nope. I see them as different out of necessity. Different goals/purposes. The problem is that antagonist abilities that present interesting challenges to overcome would be problematic as PC abilities. Given that, one could either declare the abilities off limits --with some attendant rationalization, of course-- for the PC's or remove them from the game entirely, and lose potentially interesting encounters. I choose to do the former. It's a bit of trade off. </p><p></p><p></p><p>Who says anything about 'equivalent training'? What's verisimilitude-threating about the idea that some NPC's have spent their entire imaginary lives learning different imaginary things than the PC's? Things that the PC's <em>might</em> learn if an equal amount of imaginary time is spent? I imagine it's simply not practical game-wise for most players to play out their PC's 5 years of game time spent in a hobgoblin tribe learning their l33t boomerang tricks, or the next 10 as a thrall to the Absolute Evil learning the fine art of zombie hoard raising.</p><p></p><p>Is believability better served by having all NPC skills/abilities/manifestations of wahoo acquirable by the PC's after a brief 2-week crash course? Skill acquisition in D&D is designed for playability and not simulation, after all. In some cases, doesn't <em>effectively</em> placing certain abilities outside the reach of the PC's enhance realism/verisimilitude/etc? </p><p></p><p>Put another way, why does the presence of abilities that the players <em>can't</em> learn threaten S.O.D. but the ludicrous ease with which they <em>can and do</em> learn things not? </p><p></p><p></p><p>Perhaps the spell requires 10 years worth of virgin sacrifices in order to cast. That seems genre-appropriate to me, and I prioritize genre-emulation.</p><p></p><p></p><p>See, I just don't see what's inherently realistic about playing 'anything you can do I can do better'. The notion that PC's can master any skill/power/ability <em>at all</em> in a playable amount of time is a lot harder for me to buy into.</p></blockquote><p></p>
[QUOTE="Mallus, post: 4288667, member: 3887"] I prefer a game which models the worlds found in adventure fiction and film, so a certain recognition of player protagonism is expected, no? Wasn't the recommended reading list they used to include in the DMG almost entirely fiction (and not history, ethnography, and comp. religion)? I always assumed that when people talked about D&D in terms of being a simulation, it was as a simulation of [i]stories[/i], ie where the concept of the protagonist is key. This seems, well, traditional, to me. Look at how even AD&D recognized the protagonist/antagonist status; PC's got class levels while most other members of their race got at most 2HD, barring key opponents. This isn't new to the system. Nope. I see them as different out of necessity. Different goals/purposes. The problem is that antagonist abilities that present interesting challenges to overcome would be problematic as PC abilities. Given that, one could either declare the abilities off limits --with some attendant rationalization, of course-- for the PC's or remove them from the game entirely, and lose potentially interesting encounters. I choose to do the former. It's a bit of trade off. Who says anything about 'equivalent training'? What's verisimilitude-threating about the idea that some NPC's have spent their entire imaginary lives learning different imaginary things than the PC's? Things that the PC's [i]might[/i] learn if an equal amount of imaginary time is spent? I imagine it's simply not practical game-wise for most players to play out their PC's 5 years of game time spent in a hobgoblin tribe learning their l33t boomerang tricks, or the next 10 as a thrall to the Absolute Evil learning the fine art of zombie hoard raising. Is believability better served by having all NPC skills/abilities/manifestations of wahoo acquirable by the PC's after a brief 2-week crash course? Skill acquisition in D&D is designed for playability and not simulation, after all. In some cases, doesn't [i]effectively[/i] placing certain abilities outside the reach of the PC's enhance realism/verisimilitude/etc? Put another way, why does the presence of abilities that the players [i]can't[/i] learn threaten S.O.D. but the ludicrous ease with which they [i]can and do[/i] learn things not? Perhaps the spell requires 10 years worth of virgin sacrifices in order to cast. That seems genre-appropriate to me, and I prioritize genre-emulation. See, I just don't see what's inherently realistic about playing 'anything you can do I can do better'. The notion that PC's can master any skill/power/ability [i]at all[/i] in a playable amount of time is a lot harder for me to buy into. [/QUOTE]
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