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Why does 5E SUCK?
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<blockquote data-quote="pemerton" data-source="post: 6668195" data-attributes="member: 42582"><p>The latter is generally used, on these boards, by certain players to describe certain of the games they play/run; whereas the former I mostly see used on these boards to describe <em>other</em> people's games in the course of explaining why they are not RPGs.</p><p></p><p>Fate points can't be used to mean <em>anything</em> that strikes your fancy either. The descriptors on your PC, or the scene descriptors, are a source of constraint/channelling of play.</p><p></p><p>A couple of responses.</p><p></p><p>First, if there is a fight that a player cares little about, something has already gone wrong from the Story Now perspective.</p><p></p><p>Second, tactical usage doesn't distract from Story Now provided that the tactical and the story/fictional incentives are aligned. This is what 4e aspires to, and achieves to a significant extent.</p><p></p><p>Yes. There is no reason to think that narrativist/story now play depends upon funky mechanics. Ron Edwards pointed this out in his essays over 10 years ago. I know it from my own experience which runs over more than 20 years.</p><p></p><p>In my view, much more important than bells-and-whistles is getting rid of certain mechanical and scene-management/pacing techniques that push away from story now play. (In D&D this includes encumbrance, healing recovery, movement rules, conventions around wandering monsters, etc.)</p><p></p><p>3E doesn't have "subjective" DCs. And it doesn't have closed scene resolution (skill challenges).</p></blockquote><p></p>
[QUOTE="pemerton, post: 6668195, member: 42582"] The latter is generally used, on these boards, by certain players to describe certain of the games they play/run; whereas the former I mostly see used on these boards to describe [I]other[/I] people's games in the course of explaining why they are not RPGs. Fate points can't be used to mean [I]anything[/I] that strikes your fancy either. The descriptors on your PC, or the scene descriptors, are a source of constraint/channelling of play. A couple of responses. First, if there is a fight that a player cares little about, something has already gone wrong from the Story Now perspective. Second, tactical usage doesn't distract from Story Now provided that the tactical and the story/fictional incentives are aligned. This is what 4e aspires to, and achieves to a significant extent. Yes. There is no reason to think that narrativist/story now play depends upon funky mechanics. Ron Edwards pointed this out in his essays over 10 years ago. I know it from my own experience which runs over more than 20 years. In my view, much more important than bells-and-whistles is getting rid of certain mechanical and scene-management/pacing techniques that push away from story now play. (In D&D this includes encumbrance, healing recovery, movement rules, conventions around wandering monsters, etc.) 3E doesn't have "subjective" DCs. And it doesn't have closed scene resolution (skill challenges). [/QUOTE]
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