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What is 3.0 & 3.5 missing that previous editions had?
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<blockquote data-quote="kamosa" data-source="post: 1408498" data-attributes="member: 1037"><p>My thesis is that the fear of death drive dramatic tension more then knowing you will probably win because the game is balanced. We've all seen movies where it never felt like that hero was in danger, and it never felt like they were truely challenged. These movies feel very flat and predictable and well boring. </p><p></p><p>On the other hand a good suspenseful movie where you constantly feel like the hero could fail at any minute and the villian will win is much more interesting. </p><p></p><p>I'm saying that gaming has a similar axiom. Saying things are balanced, doesn't mean things are fun, in fact too much balance can lead to a feeling of no threat and this no tension.</p><p></p><p>In the end, even in the movies, the heroes will win and evil will be defeated. But the real enjoyment and satisfaction is in how you go from point A to point b, not in how balanced that journey was.</p><p></p><p>So, it isn't the random death that makes the game fun, it's the feeling that you cheated death and came out on top. Your plan avoided the insta deaths and traps of the bad guys and in the end you came out on top. Those moments are the ones that seems to stick with players. And I guess my feeling is that the CR is being used in a fashion that creates less of those dramatic moments.</p></blockquote><p></p>
[QUOTE="kamosa, post: 1408498, member: 1037"] My thesis is that the fear of death drive dramatic tension more then knowing you will probably win because the game is balanced. We've all seen movies where it never felt like that hero was in danger, and it never felt like they were truely challenged. These movies feel very flat and predictable and well boring. On the other hand a good suspenseful movie where you constantly feel like the hero could fail at any minute and the villian will win is much more interesting. I'm saying that gaming has a similar axiom. Saying things are balanced, doesn't mean things are fun, in fact too much balance can lead to a feeling of no threat and this no tension. In the end, even in the movies, the heroes will win and evil will be defeated. But the real enjoyment and satisfaction is in how you go from point A to point b, not in how balanced that journey was. So, it isn't the random death that makes the game fun, it's the feeling that you cheated death and came out on top. Your plan avoided the insta deaths and traps of the bad guys and in the end you came out on top. Those moments are the ones that seems to stick with players. And I guess my feeling is that the CR is being used in a fashion that creates less of those dramatic moments. [/QUOTE]
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What is 3.0 & 3.5 missing that previous editions had?
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