I don't see how. Chess has no rules for generating fiction out of players' moves, and no rules for any fiction constraining action declaration or affecting its adjudication.I can roleplay chess.
I don't see how. Chess has no rules for generating fiction out of players' moves, and no rules for any fiction constraining action declaration or affecting its adjudication.I can roleplay chess.
Blame the change to Magic Missile. An always-hitting (but never hitting) always-damaging (but not missing) power was a real monkeywrench. That was a bit of 'design space' that could have been left closed.The only thing I didn't really like about 4e minions was just the sheer prevalence of auto-damage. It made them rather less interesting as time went on.
Congratulations, you fell for the 'excluded middle.' Saelorn claims that the majority of gamers agree with him, and backs it up with the reasoning that he can't be the only one. Between 1 and 51% is the vast excluded middle where the truth probably can be found. Frankly, it's probably a lot closer to just him, but I offer no fallacious reasoning for that, it's JMHO.
Thoughts?
I think I get what you're saying: if you take the account of players at the table as the story unfolding, then spending two hours to pick out provisions in town is virtually equivalent to spending two hours in watching a movie about people picking out provisions in town.Without wanting to just project myself onto you, I feel that "wasting play time" is connected enough to broader pacing issues that it at least has a hint of "story" to it. I'll summon [MENTION=6775031]Saelorn[/MENTION] to get another opinion.
We had the PHB and... I think it was the Forgotten Realms book ? The point is, we were early adopters. For my first character, I went to make a healer, because I enjoy playing healers.This criticism was typical of 4e criticisms in that it required a very facile understanding of the system. Anyone who actually spent a bit of time could certainly make a "pure healer" cleric in 4e.
Observation: if you're balancing DPR potentials, then no wonder a dedicated healer is so valuable! He reduces enemy DPR by virtue of not having a high DPR himself, and he boosts party survivability through his healing capabilities. He's actually better at his job than a healer with potentially high DPR output[1] would be.
[1] Unusable due to opportunity cost in lost healing.
Did I say "failed"? I probably did somewhere along the way, but context is important. It failed at being competitive with other options for my play style. It failed at being something WotC elected to stick with. It failed to revolutionize the number of people playing TTRPGs through bringing waves of fans from other media. It failed at avoiding a meaningful degree of fanbase burnout.
So I'm on the fence about Hemlock's conjecture. But I do agree with you (a fourth point of agreement, I think) that subjective DCs don't force towards the sort of lazy design that Hemlock commented on. They may not even push towards it - being amenable to isn't (either in semantics or in the real world) equivalent to pushes towards.
I don't see how. Chess has no rules for generating fiction out of players' moves, and no rules for any fiction constraining action declaration or affecting its adjudication.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.