PrecociousApprentice
First Post
ExploderWizard said:Classes have always defined the limits of what a character can do (in systems that use them). I was speaking in a narrative sense as well as a gaming one. The difference is in the fantasy laws of the universe. In classic fantasy, the heroes must live by the same rules as everyone else and still win the day because thats what heroes do. In a more supercharged setting the universe allows the heroes rules of thier own simply because they are heroes.
D&D characters have been larger than life compared to the normal man in every edition. Never before 4E has there been such a wide divide in how the laws of the universe affects them.
In a thread earlier this year we had quite an argument about this idea. I subscribe to the camp that says that the rules of the game are not the physics of the fantasy universe. In fantasy literature, characters are always doing things that are amazing, even if not physics defying for that world. In past editions, you could possibly pull these moves off, but only if you got lucky. 4e seems to have instilled enough narrativist elements in the system to make sure that the things that are happening all the time in the fantasy literature can happen all the time in the role playing game.
The fact that there is a game construct that explicitly codifies this does not mean that it interacts in any meaninful way with the characters' or worlds perception. It is like a computer program that plays a video. The code that is processed by the CPU is like the game mechanics, and the video that plays is like the physics of the world. The characters in the video know nothing of the code, and just go about their business like they are the same as every other character. The protagonist always win though. I like that. My character will now actually be a protagonist. Game mechanics =/= physics of the world