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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
What's so bad about 4th edition? What's so good about other systems?
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<blockquote data-quote="nnms" data-source="post: 5638735" data-attributes="member: 83293"><p>This is a pretty good summary of the issue.</p><p></p><p>It's more than just pause times and jarring transitions. It's also about the interplay between the fiction and the rules and the act of description. During exploration play and conversation, it's often people describing things, using mechanics and accepting new things as part of the shared fiction.</p><p></p><p>When combat starts, you have the pause time you mentioned, and then also the relationship between description, the rules and the shared fiction changes as well. People can move by picking up their pawn and counting out the squares, inform everyone of what power they are using as a standard action and roll the dice. This can be done without description and part or all of it usually is (in my experience).</p><p></p><p>And even when it is accompanied by description, the description doesn't inform how you use the system like it does when you're in other game modes. It's just colour to help bring the actions to life. There's nothing wrong with it, other than perhaps slowing down combat in some cases.</p><p></p><p>In the non-combat game modes, what you describe informs how you use the system. Without description, the game doesn't function whatsoever. In the combat game mode, how you use the system informs what you describe, if you describe anything at all. Without description, the game functions just fine. Some even prefer low (or no) description as it can slow things down.</p><p></p><p>I think your analogy of reading one chapter and then watching a DVD episode of the next is apt. Neither medium is inherently superior, just different.</p></blockquote><p></p>
[QUOTE="nnms, post: 5638735, member: 83293"] This is a pretty good summary of the issue. It's more than just pause times and jarring transitions. It's also about the interplay between the fiction and the rules and the act of description. During exploration play and conversation, it's often people describing things, using mechanics and accepting new things as part of the shared fiction. When combat starts, you have the pause time you mentioned, and then also the relationship between description, the rules and the shared fiction changes as well. People can move by picking up their pawn and counting out the squares, inform everyone of what power they are using as a standard action and roll the dice. This can be done without description and part or all of it usually is (in my experience). And even when it is accompanied by description, the description doesn't inform how you use the system like it does when you're in other game modes. It's just colour to help bring the actions to life. There's nothing wrong with it, other than perhaps slowing down combat in some cases. In the non-combat game modes, what you describe informs how you use the system. Without description, the game doesn't function whatsoever. In the combat game mode, how you use the system informs what you describe, if you describe anything at all. Without description, the game functions just fine. Some even prefer low (or no) description as it can slow things down. I think your analogy of reading one chapter and then watching a DVD episode of the next is apt. Neither medium is inherently superior, just different. [/QUOTE]
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Community
General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
What's so bad about 4th edition? What's so good about other systems?
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