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Why I think you should try 4e (renamed)
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<blockquote data-quote="jgbrowning" data-source="post: 4864361" data-attributes="member: 5724"><p>I expect GMs to always exert narrative control to the point of mostly ignoring all rules except those that make players question their suspension of disbelief. For some, minions break that suspension because they're handled so dramatically different in the two realms (table and non-table.)</p><p></p><p></p><p></p><p>I think most people employ neither a top-down nor a bottom-up decision, but use a series of smaller decisions made from both perspectives. </p><p></p><p></p><p></p><p>The reason why so many people have responded to my post is that they seem to think I'm saying that one must stat things out and use the rules instead of GM fiat, whereas what I mean is that the rules one has for the game influence what type of fiat one performs. If you want Hong Kong action fiat, don't use Rolemaster rules, use Feng Shui.</p><p></p><p>By introducing a minion rule in D&D that has "turned off" a sector of D&D gamers that don't want to fiat a fiction based upon that mechanical construction. Even within the group that accepts the minion concept, there are those that don't like high-level minions because the concept becomes increasing harder to fiat with increasing power levels for them.</p><p></p><p></p><p></p><p>The daily was used to make sure I was communicating how minions can result in misplaced application of limited resources. I don't think it would happen very often, but it does show the point.</p><p></p><p></p><p></p><p>No problems. I'm just talking about rules and how they affect design, so I don't have any skin it it to feel dogpiled. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> It's just business to me. I'm always trying to identify mechanical effects and consequences with an eye towards design.</p><p></p><p>joe b.</p></blockquote><p></p>
[QUOTE="jgbrowning, post: 4864361, member: 5724"] I expect GMs to always exert narrative control to the point of mostly ignoring all rules except those that make players question their suspension of disbelief. For some, minions break that suspension because they're handled so dramatically different in the two realms (table and non-table.) I think most people employ neither a top-down nor a bottom-up decision, but use a series of smaller decisions made from both perspectives. The reason why so many people have responded to my post is that they seem to think I'm saying that one must stat things out and use the rules instead of GM fiat, whereas what I mean is that the rules one has for the game influence what type of fiat one performs. If you want Hong Kong action fiat, don't use Rolemaster rules, use Feng Shui. By introducing a minion rule in D&D that has "turned off" a sector of D&D gamers that don't want to fiat a fiction based upon that mechanical construction. Even within the group that accepts the minion concept, there are those that don't like high-level minions because the concept becomes increasing harder to fiat with increasing power levels for them. The daily was used to make sure I was communicating how minions can result in misplaced application of limited resources. I don't think it would happen very often, but it does show the point. No problems. I'm just talking about rules and how they affect design, so I don't have any skin it it to feel dogpiled. :) It's just business to me. I'm always trying to identify mechanical effects and consequences with an eye towards design. joe b. [/QUOTE]
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