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Accordingly, I wouldn't mind some sort of morale system in 5e; anyone know if that's likely? Or even just a "passive intimidate" score...
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GM of Pearl City - A group of superheroes form The Beacons.
Player of Arifyn Tok in Kingmakers [D&D 4E]
Player of Kane Fainklyn the Hallow Preest in Crumbling Citadels [D&D 4E]
Player of Torin Magnus in Blackwood [Monsterhearts]
Player of Torin Magnusson in And Justice for All (M&M 3E)
This is a silly argument. They are not entirely apart from one another.
Let's say you are designing spell mechanics and you include rules for varying degrees of failure. This decision effects the flavor of magic in your game. Suddenly, it's dangerous.
Or let's say you're writing fluff for a world and you decide that magic is unpredictable and dangerous. When you design the mechanics, you keep this in mind, and the fallout from failed casting reflects this.
Or let's say that you describe your magic as dangerous, but none of the mechanics support this. The flavor of the game is off because there is dissonance between the crunchy side and the fluffy side of the game.
Mechanics support the flavor and vice versa.
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Tennessee Booth- Huckster (Deadlands Reloaded)
Ulvein- Drow Executioner (4E WLD)
Notice I'm not arguing that you have to include this stuff. I'm not telling anyone how to play their game. What I am doing is providing examples where the mechanics of other games support the fluff or mood. And I'm not even arguing that games that do this are better; my point all along has been that mechanics can contribute to flavor.
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Tennessee Booth- Huckster (Deadlands Reloaded)
Ulvein- Drow Executioner (4E WLD)
Yes, that is what I wrote. Try as you might not to be, 4E has mechanics that influence the flavor, albeit in a subtle way. Example: healing surges. This is a codified way that represents your character's second wind. Not all games have that.
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Tennessee Booth- Huckster (Deadlands Reloaded)
Ulvein- Drow Executioner (4E WLD)
Sure, you can change the fluff, but there is still mechanical reinforcement of it no matter what. Both mechanics and fluff are mutable concepts. You can change as them as you see fit, but the flavor of your game will be derived between the interaction of the two in addition to the player's imaginations, contributions, etc.
I'm giving away a free copy of The Burning Wheel rulebook for free RPG Day 2013! Click here for details.
I guess that's another rules vs GM power thing. The GM should be already handling the natural fear of the situation depending on the enemy and circumstances. In combat intimidate skill check is the effect of that extra bit of specifically targeted threat that might push a non fleeing enemy over the edge.
As written the intimidate skill in 4e can be min/max abused to become far too powerful.
WiiU: JamWarrior
I'll wait to be infracted for this comment.
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GM of [Deadlands: Reloaded] Coffin Rock
You being rude is a separate issue from you being completely wrong. I am very happy to read posts about other games in comparison with D&D.
Can you point me to the comment where I said any of that? This tangent came as a result of SJ claiming game mechanics do not add flavor.
I provided examples from systems that did. One of them (I did mention more than one) happened to be BW. Misdirected rage much?
If we're limited to talking about 5E and 5E only, it's a pretty short discussion since we don't have all that much information yet. And since the game is still very much in the "throw everything at the wall and see what sticks" phase of development, it only seems natural to bring other game systems to the conversation about what we hope, expect, and do not want.
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The mark of a good designer is someone who realises that system and theme are linked and puts them together appropriately. If I want a system that focuses on personal heroism and moral quandaries, a gridmap and LOS rules are going to be actively unhelpful. This just seems really obvious to me.
Core game mechanics (such as "roll a die and try to beat a target number") have nothing to do with flavor and very little to do with tone or theme. However, systems built from those core mechanics can very much influence the tone or theme of a game. 4E and 3.5E have a different tone because their systems (built with mostly the same core mechanics) are constructed differently.
A perfect example of this is Cortex, which is a set of core mechanics that can be used to build any number of games with different themes and tones. The core mechanics are basically the same whether you're playing Serenity, Leverage, Smallville, or Marvel Super Heroes. But the way those games construct their specific systems heavily influences the tone and themes present in their respective games.
One could happily hook up any of the mechanics for race in 4e to human and make it work with a little thought. If mechanics and fluff were wedded together, that wouldn't be possible.
Either could be appropriate depending on how you fluffed it in setting. To say there is some ONE mechanic for any given fluff piece is weird, but eh, I disagree with the idea that mechanics inform flavor. When I'm using a fireball to cause damage to enemies (mechanic) it doesn't matter that I'm using explosive pixie powder instead of bat guano (flavor). Still a big ball of fire. Now should a setting influence the flavor of things, sure. I wouldn't expect guns to be in Forgotten Realms. As to your last point about having rules for grids and LOS being actively unhelpful to a game, I have no idea how that even begins to make sense. Even Vampire has rules for where things are in relation to you and could easily be played with a grid and miniatures. I don't believe that affected the ability to play a game of heroism and personal morality at all.
Tennessee Booth- Huckster (Deadlands Reloaded)
Ulvein- Drow Executioner (4E WLD)
I'm giving away a free copy of The Burning Wheel rulebook for free RPG Day 2013! Click here for details.
Tennessee Booth- Huckster (Deadlands Reloaded)
Ulvein- Drow Executioner (4E WLD)
I'm suddenly hungry for a bowl of lucky charms.
WiiU: JamWarrior
Personally, I don't really agree entirely with the core of that argument but I do understand (and think it's good) to have games be as flexible as possible. Ultimately with a system like 4E, which has an incredibly deep combat system at its core if I am running DnD 4E: It's for the combat system. If I am not going to run a combat heavy DnD game, then I am not going to be running DnD at all and will do something else (like when I gave up 3.x I went to Call of Cthulhu and never looked back). Therefore, I want to ensure encounters are the most interesting that I can manage. You can't do that when you give absolute freedom - but you can give a limited amount of freedom if you think about everything carefully enough.
For example in my campaigns pre-computer explosion, both games had entirely non-linear "objectives", while still being in a linear framework. Players could encounter or entirely skip certain places or things, depending entirely on what they chose (or chose not) to do. This was labor intensive and my players already missed a lot of encounters in both games, but the satisfaction of giving them far more freedom was worth it. At the same time that "Freedom" came at a cost of still requiring me to carefully make encounters that would be interesting.
I long since lost interest in "Oh man, just throw 5 kobolds at the party and call it a day". It was boring, unimaginative and in the end I thought "Why not just give them the XP anyway and not waste anyone's time?". I began thinking more about "What does this encounter add? What does it do differently? Is it narratively important? Introduce a new NPC? Make the PCs have to think in a new or novel way?" etc. If I could make an interesting encounter combining traps, new creatures my players hadn't encountered before or a strong narrative element (like an important NPC they need to interrogate/save/etc) then I added it. If I ever felt tempted to just have "random doods because I need an encounter" I culled it and just ended the session early (which was surprisingly rare for me to do actually).
I started regularly getting interesting combats that had cool moments in just about all of them: Or were at least a novel or different challenge. It was an immense amount of work - which is why I could never pull off being a truly linear game - but the encounters added to the narrative in many cases and by removing "Cruft" encounters I avoided the general complaint of "Long, boring combats". Because I didn't have the whole "boring combat part", even if they sometimes were long. You can't design tons of random encounters (or just encounters) for a non-linear game ("Design" being a rather tenuous description) and expect quality encounters consistently that can avoid the major pitfalls of DnD.
In 3rd edition for example, I would need to spend hours carefully crafting encounters around magic users (this was pretty much 99% of my prep work every encounter) and they would get broken anyway (because the sheer number of rules was impossible to keep up with, and there is no consistency in mechanics). In 4E 99% of my prep work was making an encounter unique and awesome - not getting around groups or particular characters in the party. But still that was a huge amount of work, which only got worse as you got to epic because suddenly the amount of stuff you had to work with got lower and lower. 4E is not a system that thinks a battle on an open farm at level 20+ is still interesting. Yet Wizards epic (actually high levels in general) support was miserable and that's pretty much why I have not gone back to 4E since.
I can't imagine putting the time I did into making interesting encounters and making hundreds of them, so I much prefer to be semi-linear - but still story driven - as opposed to making non-linear sandboxes. Given that I feel 4E when ran this way would run into the problem of "long, boring combats that don't do anything except pass time" compared to my method, which really minimized the amount of encounters my players thought were outright entirely boring, I'll stick to my method.
Now if I'm running Call of Cthulhu on the other hand, no way am I going to run that in such a directed linear fashion as I would 4E. Different games promote different approaches better, who would have honestly thought!?
That's a good place for DM fiat. And I've had DMs do that, and as a DM I've done that. Personally, it doesn't always work, and over half the time the PCs try to chase them down anyway.
I think they toyed with having a Morale System as an optional rule for DMs to use to help them find a good point at which the monsters GTFO.
Also there are things you can get (Yakuza theme, off the top of my head) that let you do an Intimidate check as a free action when you drop an enemy.
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GM of Pearl City - A group of superheroes form The Beacons.
Player of Arifyn Tok in Kingmakers [D&D 4E]
Player of Kane Fainklyn the Hallow Preest in Crumbling Citadels [D&D 4E]
Player of Torin Magnus in Blackwood [Monsterhearts]
Player of Torin Magnusson in And Justice for All (M&M 3E)
well I think you really should make clear more often your previous statement that you have never played 4th ed D&D (edit: misremembered here where your other Burning Wheel > D&D screed was. I meant you should have made it clear in D&D chat)
So when you start making sweeping statements about flavor mechanics for spells and such you are basing your statments about D&D on either older editions than what everyone else is talking about (without stating you are doing so, and you frequently are giving the impression you are talking about 4th ed from experience) OR you are just theorycrafting.
I hate to go all debate-ish on you, but what you've done there is define 'fluff' as 'all the stuff you can do that aren't mechanics'.
What? I made like two statements about 4E, one of which was prefaced by the fact that I have not played it.
Every other time I referenced the game system I was referring to or I clarified when asked. Maybe you could stop assuming things?
Neither of my two claims require intimate knowledge of the system. The first, that there is little difference between the feel of daily powers, spells, and what used to be class specific abilities, is pretty easy to spot just by reading the rules. There is a wealth of reviews of 4E that talk about this.
The other was a claim that healing surges can act like a second wind.
Neither of these are baseless theorycrafting.
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He's like Spinal Tap or something.
The goal was to use some examples of what I view as "fluff" in an attempt to tease out how you use it. Fluff isn't stuff you can do, it's how you describe what you do. "1d10 damage to a creature within 10 ft" is a thing you can do, a mechanic. Describing that effect as a magic dart or a ghostly eagle is fluff.
I know I'm opening a can of worms, but this definition is too neat.
When the system demands that you role dice, is that fluff or mechanics? Both, I would argue. The dice you roll, the way success of failure is determined--those are the mechanical sides of things. However, rolling dice is only meaningful in the context of a situation. The situation is a product of the implied setting and the collective imagination of the group.
Example: a low-level character with the skill scaling a cliff is going to need to make Climb checks. Would a high-level character need to roll to scale that same cliff if they have the skill and the appropriate gear? No. At some level, the risk of failure is so small that rolling the nice is neither meaningful nor interesting. The resolution of this action can be delegated entirely to description based on how experienced you are.
By your definition this is fluff. I just don't see how it could be when it's so obviously based on the crunchy bits of your character.
My dictionary of terms:
Crunch: The mechanical side of things.
Fluff: The imagined side of things.
Flavor: The intersection of the fluff and the crunch.
I'm giving away a free copy of The Burning Wheel rulebook for free RPG Day 2013! Click here for details.
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Also, actual open-playtests soon.
I'm giving away a free copy of The Burning Wheel rulebook for free RPG Day 2013! Click here for details.
Monte Cook quit. Public playtest is coming soon. Fighters should be the best at fighting.
I think that's about it.
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Once again, I could turn all of these into various kinds of farming and their resultant effects on your crops and sales. Because mechanics and flavor are completely independent of one another.