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Switch to Forum Live View Is it AEDU or rather how the classes are built using AEDU?
1 year ago  ::  Mar 17, 2012 - 5:03PM #31
Kalnaur
Date Joined: Oct 19, 2008
Posts: 4,874

Mar 17, 2012 -- 4:38PM, FirstTurnKill wrote:

Mar 17, 2012 -- 4:21PM, upho wrote:

Mar 17, 2012 -- 1:52PM, Kalnaur wrote:

I do wonder if they had made "Prone" and then "Unsettled" or something for oozes with exactly the same effects if we would have seen the same outcry.  I am guessing that instead the outcry would be to just simplify the game and make one condition.  I'm also guessing it would come from more mechanically minded individuals.


Exactly. 

Though we might run into some problems explaining how you "taunt" a mindless giant dessert with an appetite for adventurers...



Ugh, don't even get me started on the "challenge effects everything" mechanic and marks "overwriting" marks.  Extreme gamism.

But this is about AEDU, so I'll refrain from taking that any further in here.




Can't let that one go without: is it possible to make a game system that is fair, simple and balanced without being gamist?

"I don't know the key to success, but the key to failure is trying to please everybody." --Bill Cosby (1937- )

Vanador: OK. You ripped a gateway to Hell, killed half the town, and raised the dead as feral zombies. We're going to kill you. But it can go two ways. We want you to run as fast as you possibly can toward the south of the town to draw the Zombies to you, and right before they catch you, I'll put an arrow through your head to end it instantly. If you don't agree to do this, we'll tie you this building and let the Zombies rip you apart slowly.
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Feb 3, 2011 -- 6:30AM, Dane_McArdy wrote:

You have to do the work first, and show you can do the work, before someone is going to pay you for it.


Apr 26, 2011 -- 10:42AM, Timmeh wrote:

If you can't understand how someone yelling at another person would make them fight harder and longer, then you need to look at the forums a bit closer.

quote author=56832398 post=519321747]Considering DnD is a game wouldn't all styles be gamist?

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1 year ago  ::  Mar 17, 2012 - 5:05PM #32
Warunsun
Date Joined: Mar 5, 2010
Posts: 151

Mar 17, 2012 -- 10:39AM, Emerikol wrote:

It's not that bad.  Parts of all the editions will get some representation....


They (the Wizards marketing folks & D&D Next Web Crew) haven't given us any concrete information. They continue to promise everything to everyone but haven't locked anything down. So far there has been little or no representation from any edition other than generic iconic ideas. Some of the stuff they previewed already is continuing to be questioned even by the Web Crew in the polls. Either they do know what they are going to do and this polling thing is a farce or they don't know and nothing is true represented yet.

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1 year ago  ::  Mar 17, 2012 - 5:21PM #33
FirstTurnKill
Date Joined: Jul 2, 2011
Posts: 2,790

Mar 17, 2012 -- 5:03PM, Kalnaur wrote:

Can't let that one go without: is it possible to make a game system that is fair, simple and balanced without being gamist?



Is it possible to make life fair, simple, and balanced without being gamist?

Tabletop RPGs have the ability to tell life-like stories that other games cannot due primarily to technological limitations.  I don't care much for spending time worrying about balance and fairness when there are other mediums through which a game can be played that can be built to ensure those qualities.  But I do care for immersion, internal consistency, and (dare I say it on this forum?) realism in paper-and-pencil games.

You know I'm a simulationist, Kalnuar; did you need to ask that question to know my answer? 

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1 year ago  ::  Mar 17, 2012 - 5:24PM #34
ShinQuickMan
Date Joined: Mar 19, 2004
Posts: 1,803

Mar 17, 2012 -- 7:58AM, Emerikol wrote:


So I've been trying to zero in on the real problem people have with AEDU.  Now I can't speak for everyone but I'm starting to think that it is not AEDU at all.  It is the way AEDU is used in 4e that is throwing a lot of people from earlier editions.


In 4e, each classes powers were strictly that classes powers.   In some ways this made life simple since you only had to look at what your class could do.  On the other hand, it also reduced the overall choices and choices are fun.   Now I will agree that mathematically, many of the powers were very similar but flavor wise I feel there was still a disconnect.


...


I am hoping in 5e that the number of class specific powers is greatly reduced.  Maybe not to zero as a few powers per class can add distinctiveness.  (e.g. laying on of hands for Paladins).   Instead I'd rather the powers be grouped by power source (yea I hate that martial is a "power" source but I don't have a better name for the whole group that includes martial).    Then let the classes focus to differing degrees on the power sources.


...


Anyway, I see the lack of crossover as one of the things about AEDU that people dislike.  Does anyone else feel this way?




Well, this is an interesting subject. One that's conflicting even among the 4E crowd exclusively.

Let me start by saying I agree with you. "Different powers for different people" was not even a half-decent manner to contrast classes.

But that's only part of the problem. The other part was the designers' initial assumption that gaining AEDU powers was an interesting enough replacement to gaining new class features on level-up on it's own merits; it wasn't. I'm sure the not totally backwards or needlessly constrained essentials classes and themes were patched in the Edition for this reason. Your mileage may vary whether this was all too little too late.

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1 year ago  ::  Mar 17, 2012 - 5:46PM #35
Kalnaur
Date Joined: Oct 19, 2008
Posts: 4,874

Mar 17, 2012 -- 5:21PM, FirstTurnKill wrote:

Mar 17, 2012 -- 5:03PM, Kalnaur wrote:

Can't let that one go without: is it possible to make a game system that is fair, simple and balanced without being gamist?



Is it possible to make life fair, simple, and balanced without being gamist?

Tabletop RPGs have the ability to tell life-like stories that other games cannot due primarily to technological limitations.  I don't care much for spending time worrying about balance and fairness when there are other mediums through which a game can be played that can be built to ensure those qualities.  But I do care for immersion, internal consistency, and (dare I say it on this forum?) realism in paper-and-pencil games.

You know I'm a simulationist, Kalnuar; did you need to ask that question to know my answer? 




Sort of, yeah.  I don't look for nor want life in my games.  I forget that other people do, since it is so anathema to my own wants, and the wants of other gamers I generally am around.

That said, the ability to do things in D&D is a primary reason I enjoy it.  My example is that it allows me to climb, a rather simple thing, whereas in Oblivion I can get to carrying 1000+ pounds of gear, but can't climb a cliff face.  I like some simulated reality, in other words.  But for me, a game is a game first, a story second, and reality last.



I do wonder if any game system can provide all three in just the right amounts, or if it can instead simply give them all to a greater or lesser extent and then get player and DM to insert them.

As for different powers for different classes, and gaining powers on level-up.  All that's cool, but I would have liked other minor bumps to race and class features at pretty much every level.  Then again, I like to see what new shiney I get at each level, and the more the better.  Again, probably gamist, but I play games because of what they are.

"I don't know the key to success, but the key to failure is trying to please everybody." --Bill Cosby (1937- )

Vanador: OK. You ripped a gateway to Hell, killed half the town, and raised the dead as feral zombies. We're going to kill you. But it can go two ways. We want you to run as fast as you possibly can toward the south of the town to draw the Zombies to you, and right before they catch you, I'll put an arrow through your head to end it instantly. If you don't agree to do this, we'll tie you this building and let the Zombies rip you apart slowly.
Dimitry: God I love being Neutral.
4th edition is dead, long live 4th edition.
Salla: opinionated, but commonly right.
fun quotes Show

Feb 3, 2011 -- 6:30AM, Dane_McArdy wrote:

You have to do the work first, and show you can do the work, before someone is going to pay you for it.


Apr 26, 2011 -- 10:42AM, Timmeh wrote:

If you can't understand how someone yelling at another person would make them fight harder and longer, then you need to look at the forums a bit closer.

quote author=56832398 post=519321747]Considering DnD is a game wouldn't all styles be gamist?

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1 year ago  ::  Mar 17, 2012 - 6:32PM #36
Facet
Date Joined: Nov 24, 2009
Posts: 142

Mar 17, 2012 -- 4:21PM, upho wrote:

Mar 17, 2012 -- 1:52PM, Kalnaur wrote:

I do wonder if they had made "Prone" and then "Unsettled" or something for oozes with exactly the same effects if we would have seen the same outcry.  I am guessing that instead the outcry would be to just simplify the game and make one condition.  I'm also guessing it would come from more mechanically minded individuals.


Exactly. 

Though we might run into some problems explaining how you "taunt" a mindless giant dessert with an appetite for adventurers...




While i understand the idea of just making it work by explaining it via story....it just makes reality simply bend to anything to fit the power. But is that what we want....evrything so simplified that everything can then be knocked prone? Do we say that the word prone is simply a genericized word representing a "state" of being? What else are we allowed to genericize simply to make it fit? This becomes a translation nightmare for a DM (not l=to mention leading to rules lawyering/mongering), who is a literalist versus a realist vs a mechnically-inclined DM. The problem is not that we have different DMs who would need to intepret things differently......the problem is that we all need to be speaking the same language or else the words can be shaped/bent to fit any meaning we want them to.  So once the meaning is established and defined concretely.....you are not to allow any variance or else every variance is allowed (then nobody is justified that theirs is the true concept) and the game loses integrity in the process. If the powers are to work properly, then there must be entries on the monsters to manage what they're immune to and also examples of what cannot be affected with a certain power. Examples are great as this clarifies intent of meaning (Sage Advice in Dragon Magazine was reknown for this clarification process).

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1 year ago  ::  Mar 17, 2012 - 7:03PM #37
Kalnaur
Date Joined: Oct 19, 2008
Posts: 4,874

Mar 17, 2012 -- 6:32PM, Facet wrote:

Mar 17, 2012 -- 4:21PM, upho wrote:

Mar 17, 2012 -- 1:52PM, Kalnaur wrote:

I do wonder if they had made "Prone" and then "Unsettled" or something for oozes with exactly the same effects if we would have seen the same outcry.  I am guessing that instead the outcry would be to just simplify the game and make one condition.  I'm also guessing it would come from more mechanically minded individuals.


Exactly. 

Though we might run into some problems explaining how you "taunt" a mindless giant dessert with an appetite for adventurers...




While i understand the idea of just making it work by explaining it via story....it just makes reality simply bend to anything to fit the power. But is that what we want....evrything so simplified that everything can then be knocked prone? Do we say that the word prone is simply a genericized word representing a "state" of being? What else are we allowed to genericize simply to make it fit? This becomes a translation nightmare for a DM (not l=to mention leading to rules lawyering/mongering), who is a literalist versus a realist vs a mechnically-inclined DM. The problem is not that we have different DMs who would need to intepret things differently......the problem is that we all need to be speaking the same language or else the words can be shaped/bent to fit any meaning we want them to.  So once the meaning is established and defined concretely.....you are not to allow any variance or else every variance is allowed (then nobody is justified that theirs is the true concept) and the game loses integrity in the process. If the powers are to work properly, then there must be entries on the monsters to manage what they're immune to and also examples of what cannot be affected with a certain power. Examples are great as this clarifies intent of meaning (Sage Advice in Dragon Magazine was reknown for this clarification process).




My understanding is that Prone is being used as the in-game term for a collection of effects.  In and of itself, the word Prone being used for this collection of effects is because those effects most easily represented by the word "prone".  When that word doesn't make sense to be used to define those effects, the word should be ignored, but the effects stay.  After all, the Prone word, or word for any condition is simply a shorthand within the game for a specific set of effects.  If the word doesn't fit for all circumstances, it can be ignored for the sake of the mechanical implementation.

"I don't know the key to success, but the key to failure is trying to please everybody." --Bill Cosby (1937- )

Vanador: OK. You ripped a gateway to Hell, killed half the town, and raised the dead as feral zombies. We're going to kill you. But it can go two ways. We want you to run as fast as you possibly can toward the south of the town to draw the Zombies to you, and right before they catch you, I'll put an arrow through your head to end it instantly. If you don't agree to do this, we'll tie you this building and let the Zombies rip you apart slowly.
Dimitry: God I love being Neutral.
4th edition is dead, long live 4th edition.
Salla: opinionated, but commonly right.
fun quotes Show

Feb 3, 2011 -- 6:30AM, Dane_McArdy wrote:

You have to do the work first, and show you can do the work, before someone is going to pay you for it.


Apr 26, 2011 -- 10:42AM, Timmeh wrote:

If you can't understand how someone yelling at another person would make them fight harder and longer, then you need to look at the forums a bit closer.

quote author=56832398 post=519321747]Considering DnD is a game wouldn't all styles be gamist?

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1 year ago  ::  Mar 17, 2012 - 7:07PM #38
LolaBonne
Date Joined: Aug 15, 2011
Posts: 967

Mar 17, 2012 -- 7:03PM, Kalnaur wrote:



My understanding is that Prone is being used as the in-game term for a collection of effects.  In and of itself, the word Prone being used for this collection of effects is because those effects most easily represented by the word "prone".  When that word doesn't make sense to be used to define those effects, the word should be ignored, but the effects stay.  After all, the Prone word, or word for any condition is simply a shorthand within the game for a specific set of effects.  If the word doesn't fit for all circumstances, it can be ignored for the sake of the mechanical implementation.




Bingo!

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1 year ago  ::  Mar 17, 2012 - 7:28PM #39
FirstTurnKill
Date Joined: Jul 2, 2011
Posts: 2,790

Mar 17, 2012 -- 7:03PM, Kalnaur wrote:

My understanding is that Prone is being used as the in-game term for a collection of effects.  In and of itself, the word Prone being used for this collection of effects is because those effects most easily represented by the word "prone".  When that word doesn't make sense to be used to define those effects, the word should be ignored, but the effects stay.  After all, the Prone word, or word for any condition is simply a shorthand within the game for a specific set of effects.  If the word doesn't fit for all circumstances, it can be ignored for the sake of the mechanical implementation.



And see, for me, the collection of effects is determined only after deciding on using the word "prone."  As in, if someone is in a prone position, what effects should apply?  A simulation can only be so detailed, and the "prone" effects get applied to things that are in a position similar enough to the prone position that it doesn't break verisimilitude.  When the word doesn't make sense to use to define those effects, that collection of effects is ignored.  The effects are a description of the word, rather than the word being a title for the effects.

I do wonder if any game system can provide all three in just the right amounts, or if it can instead simply give them all to a greater or lesser extent and then get player and DM to insert them.



It needs to provide all three, but it needs to ensure that it doesn't "feel" like it's mandating a particular one.

Somnia, the Evanescent Plane -- A 3-set Block Show

Set 1 — Somnia
Set 2 — TBD
Set 3 — TBD
Planeswalker's Guide to Somnia


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Build Around This #1 - Sage's Starfish Wish Show

BAT #1 was built using the Legacy format with Spiny Starfish , Sage's Knowledge , and Make a Wish .

Winner: Dilleux_Lepaire with Fishy Starfishies.
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1 year ago  ::  Mar 17, 2012 - 7:44PM #40
upho
Date Joined: Jan 29, 2008
Posts: 1,211

Mar 17, 2012 -- 6:32PM, Facet wrote:

Mar 17, 2012 -- 4:21PM, upho wrote:

Mar 17, 2012 -- 1:52PM, Kalnaur wrote:

I do wonder if they had made "Prone" and then "Unsettled" or something for oozes with exactly the same effects if we would have seen the same outcry.  I am guessing that instead the outcry would be to just simplify the game and make one condition.  I'm also guessing it would come from more mechanically minded individuals.


Exactly. 

Though we might run into some problems explaining how you "taunt" a mindless giant dessert with an appetite for adventurers...




While i understand the idea of just making it work by explaining it via story....it just makes reality simply bend to anything to fit the power. But is that what we want....evrything so simplified that everything can then be knocked prone? Do we say that the word prone is simply a genericized word representing a "state" of being? What else are we allowed to genericize simply to make it fit? This becomes a translation nightmare for a DM (not l=to mention leading to rules lawyering/mongering), who is a literalist versus a realist vs a mechnically-inclined DM. The problem is not that we have different DMs who would need to intepret things differently......the problem is that we all need to be speaking the same language or else the words can be shaped/bent to fit any meaning we want them to.  So once the meaning is established and defined concretely.....you are not to allow any variance or else every variance is allowed (then nobody is justified that theirs is the true concept) and the game loses integrity in the process. If the powers are to work properly, then there must be entries on the monsters to manage what they're immune to and also examples of what cannot be affected with a certain power. Examples are great as this clarifies intent of meaning (Sage Advice in Dragon Magazine was reknown for this clarification process).


Well, this was sort of my point. In 4e, the idea is that the mechanics are always the same - prone is a game term with exact mechanics that resemble the real consequences of a proned creature (provided said creature is usually upright) - regardless of the narrative. In the narrative, if a power prones an orc, it might unsettle a black pudding. The mechanics themselves are the language, so to speak: in 4e, the game term prone doesn't necessarily mean prone in the narrative, it just means the same package of mechanics is applied to the prone orc as well as to the unsettled pudding in the narrative. This only becomes gamey if the players/DM view it as such (or somehow lack the small amount of imagination required to make the narrative believeable). I think this strict separation of the narrative, in-game, definition and the mechanical definition is one of the greatest strengths of 4e, allowing the players/DMs to pick and choose their mechanics to suit the narrative, without having to disrupt neither "gamability" (balance, complexity etc) or verisimilitude.

The problem, IMO, is that if you apply a very strict adherence to the flavor, the narrative and the mechanics can become too separated, thus disrupting the narrative itself. It could become "narratively challenging" when a verbally talented fighter uses his taunt power/ability/trick on said black pudding - just how can the verbal taunt mechanics affect a pudding, a "thing" which can barely be called alive? Unless the fighter has some very intimate knowledge of pudding behavior, some people would say it won't work because it'll disrupt either A) the PC concept of a verbally talented fighter or B) the pudding concept of a giant mindless ameoba-ish creature. In other words, the problem lies primarily in how flexible you view the flavor and narrative to be, not in the mechanics themselves. And this is a problem every edition of DnD has (and arguably every RPG with a rules system ever created).

Anyhow, these cases are extremely rare IMO (and I wouldn't have any problems narrating "the taunting of the pudding" in 4e).

And this is rather OT, sorry.

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