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What is REALLY wrong with the Wizard? (+)
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<blockquote data-quote="jgsugden" data-source="post: 8865466" data-attributes="member: 2629"><p>There is abstraction in the battle. However, the more dynamic, engaging and active the game is, the less obvious the abstraction is. And, the less obvious the abstraction, the easier it is to engage.</p><p></p><p>Think of it this way: I know people are not really fighting when I watch an action movie. They're just acting. But, in a good movie, we forget that for a moment because we're drawn into the action. We suspend disbelief. </p><p></p><p>With a dynamic, interesting and evocative system we have an easier time being drawn into the fiction in an RPG, too. The more we can evoke a good action / fantasy / whatever movie within the ruleset and options, the better the experience is likely to be. </p><p></p><p>Compare the fast pace gun play of modern action movies to the older westerns where you see one side shoot, then hide, then the other side come out of hiding, shoot, then hide ... back and forth. Which is more exciting?</p><p></p><p>We use the word dynamic often when describing things that are interesting. It means something that causes change - and what I am calling out is that it is more interesting to have wizards interact and change the magics others are using against them than to have them do their thing and then wait for their enemy to take their turn to respond.There are plenty of examples of fictional spellcasters that can do insanely amazing things - but have a few limitations. Dr. Strange, Dr. Fate, Dr. Doom, Dr. Detroit (ohh ohh) ... They have the comic book grab bag of 'anything I need except the few things that have been ruled out. What can't the most educated of Harry Potter Wizards not do? </p><p></p><p>Regardless, WotC wizards can do almost anything with their magic. This isn't about what they can and can't do overall - it is about the methods in which they do it. Making the method of use more dynamic and interesting by making it interactive with the actions of others gives us a better action feel.</p></blockquote><p></p>
[QUOTE="jgsugden, post: 8865466, member: 2629"] There is abstraction in the battle. However, the more dynamic, engaging and active the game is, the less obvious the abstraction is. And, the less obvious the abstraction, the easier it is to engage. Think of it this way: I know people are not really fighting when I watch an action movie. They're just acting. But, in a good movie, we forget that for a moment because we're drawn into the action. We suspend disbelief. With a dynamic, interesting and evocative system we have an easier time being drawn into the fiction in an RPG, too. The more we can evoke a good action / fantasy / whatever movie within the ruleset and options, the better the experience is likely to be. Compare the fast pace gun play of modern action movies to the older westerns where you see one side shoot, then hide, then the other side come out of hiding, shoot, then hide ... back and forth. Which is more exciting? We use the word dynamic often when describing things that are interesting. It means something that causes change - and what I am calling out is that it is more interesting to have wizards interact and change the magics others are using against them than to have them do their thing and then wait for their enemy to take their turn to respond.There are plenty of examples of fictional spellcasters that can do insanely amazing things - but have a few limitations. Dr. Strange, Dr. Fate, Dr. Doom, Dr. Detroit (ohh ohh) ... They have the comic book grab bag of 'anything I need except the few things that have been ruled out. What can't the most educated of Harry Potter Wizards not do? Regardless, WotC wizards can do almost anything with their magic. This isn't about what they can and can't do overall - it is about the methods in which they do it. Making the method of use more dynamic and interesting by making it interactive with the actions of others gives us a better action feel. [/QUOTE]
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