D & D4 Power Debate - The Merovingian hats already explained In our rounds is the subject of D & D4 Powers and drama-oriented rules, strictly speaking, the "Limit on the application of the Powers ", which to me but is too long to write, a current and recurrent theme. On the internet I think this is little useful remarks. [I'm the English concept of power used, since the English edition of D & D is the most common]
In constant noise role players discuss online while on the impact of the power concept of D & D 4 on the role play. And of course, are all the participants in through and through tolerant and naturally want the best for each other. However, it covers only those terms such as "Tell Rules," "genre convention", "real RPG "and" mood game, "" consistency "," credibility "and of course" realism ". In addition to shine more accurate prevention concepts useful discussions especially with a few exceptions, by a great deal of misunderstanding and misconception of the object of discussion. The symptoms are employed in the aforementioned colorful terms clothed rather than get to the core of the problem.
short, a comprehensible discussion can be found on the web on this subject unfortunately not so easy. Reason enough to unravel this discussion something.
with unexpected composure again so I am following a discussion about D & D4 Powers in Tanelorn and I'm happy there, my nerves gave away details may not wear out too. In the near future it will also be numerous other unsuccessful spin on "realism" arise. Guaranteed.
But the word of what they so desperately seek, ladies and gentlemen, is causality. Actually we should be familiar with all the nerds:
http://www.youtube.com/watch?v=Npn4oH0AifU
You see, there is only one constant, one universal. It is the only real truth.
Causality.
- the Merovingian in The Matrix
Actually, it would be told everything and ends the explanation of the power to issue but I suspect that this is not sufficient. What we wanted to tell Mr. Merovingian since then, as many on the illogical phrase of Morpheus oriented, developed in a short sentence expressing nothing but lack of understanding? Nothing other than that there is no event in our universe without a cause. One reason is the impact intended. This is the way in which people think. Reversing leads to loss of real-world implications.
A main argument in support of the D & D4 Powers is well, that these needs without causality, because they are part of certain genre conventions with no small share of drama, suspense, action and "great moments" were. In this genre, the hero just only one cartridge in the revolver when it creates the most dramatic effect and not as a sequence of events. This is equivalent to the genres that represent the D & D4 system, as they appear in the book and movie.
Unfortunately, this is Wrong!
The last round is indeed the drama, but it does not come out of themselves. The causality is constructed retrospectively. Even in the action genre in the cinema or in literature, there is the causality. Were it not for them, the authors would lose a large part of the audience, then write bitter damning criticism on the Internet, because losing the fictional events of any link and can not be put into service. The movies and books but despite constructed drama are believable, is the fact that one can not witness any event in history:
If Bruce Willis in "The Fifth Element "in the finale pulls out his box of matches, then there's only one in there. And of course that is so, so it creates tension. We engage ourselves but still on the scene and not copping out our presentation of this film world, is because we can assume that he has consumed the last 19 units at some point, without realizing that it is addressed in the film. That is not necessary, because we can draw conclusions. And it is also intended by authors.
this causality, it is so now, for the "Power critic" is a priority. And for this claim is closed, they were not interested in the figure of a genre, they would contradict themselves even if they allowed instead magic or unrealistic rules, which, as we know now, is not related to each other. Of course, it is also possible to D & D4 critics to have fun or dramatic forms to have their characters throw balls of fire, as long as they preserve the causality. This requires that the rules do not resist giving yourself very detailed the game world laws.
causality can role play, resulting in contrast to the film and book, but not retroactively, because you lived through so every scene of his own game character already added. That is, if a character has only one match is available, then you can only be justified by consumption Selbig, if it is in the game before it even happened.
And for that reason can not do the D & D game world Powers as representation from the perspective of the character, because the justification of using a power always arises only after the effect has occurred. Consumes a fighter his daily combat maneuvers, this can be justified by the fact that has emerged for example a gap in the defense of the opponent. This controlled randomness is the reason for the limited number of power applications. The origin of the character in the world but has no control, he can only produce the effect, the causal chain is broken and a visualization is possible only by retrospective amendment of the events earned. Involuntarily does this every often, wants to visualize a justification for the use of a limited power in the imagination.
is aware of the character of the players, however, that the opportunity for an additional daily combat maneuvers within the story will not arise because the power was indeed already used, although this could result in a situation no doubt from the game. To preserve the causality requires He omnipotence of the events.
"why is the real source of powers"
- The Merovingian
The player has over the Powers that is, the power of the "whys" of an event and thus controls the choice of the character. If the character uses a limited combat maneuvers, that's already been decided by the player and why even though had resulted possibly from the game during the evening already something to the contrary. That puts him in a position that is usually held by many role players in the game manager. He begins to control the unfolding story. A entmacheteten complete contrast to the player who is limited to the perspective of his character.
This example is the casting of totally unrealistic magic is not the case. The magic is used up, because he must be memorized again. This memorization but has actually taken place in the game and the character can be repeated as often, is not based on controlled randomness. Both are locked from the perspective of the character, although as unrealistic, since there is no magic.
Ironically, playing D & D since the beginning with the breaking of causality from character point of view from which the Powers in comparison have a more benign impact. In D & D 3.5 already had the power similar, limited Berserker for the barbarians and the very existence of the hit points is a denial of causality. Let's say a character is hit by an enemy with the sword and loses hit points.
How is this loss now justified? Two examples:
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Suppose a bard cheers again and the warrior is back imh hit points, then the loss of the hit was clearly justified only by morality or the like.
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Let us now have a healer the warrior back with a bandage to hit points, then the hit was clearly justified by a wound.
this decision we can make but only if we know what cause it had. And this cause us to be given until later, at the moment of healing. A causal break!
Why the Powers critics of the causal fraction but only in the 4th D & D Edition noticed so disagreeable is its presence. Could you ignore these breaks from character point of view previously grudgingly as rare defects, they meet a now throughout the game.
There are a number of role plays that create drama in that they produce a causal break. The justification for using a template from genre film of the book is from above, but not valid, because role play is different. In the book and film a finished product is consumed while it is in the role-play in the first term to appear. One has only to accept the possibility of breaking the causal (and to enjoy the drama created) or to make the events earned eliminated retroactively.
We have now learned that it is not easy to role-play to force a dramatic scene and artificially to have the same causality, without experiences of the character to jump (in fact it is exactly what stories based role playing). And in a dramatic scene of existing causality can occur only by accident or when the player assumes the role of a game master and thus from the perspective of his character dissolves, in which he controlled the whole game situation.
There is also the possibility that the character is aware of that fact that he is so aware that he was a daily battle maneuvers eg only once a day can do and that it is not possible for him a more opportunity to learn to strike. Equivalent he knows that a sword is manifested only after it has been clarified, how he healed his hit points. Such scenarios are known for example from the webcomic Oder of the Stick in which the characters are aware that they are figures of a Comis. Another example would be the 4.Wand through which the character in the theater directly addressed the audience in the hall. These are concepts that are at the boundaries of our imagination as possible worlds and are usually taken place and satirical role-play in my experience, rather a marginal phenomenon dar. The role play eg Inspectres knows the mechanism by which the character aware of is that it is part of a story.
Since "character" is not, of course, this is shown by the player accordingly. In all cases in which character and player point of view may exist, in which to process so the prospect of two individuals must, it is naturally difficult to EPAM in the game world. Of course, this decoupling of the character or the creative force be required for the player and not least, these methods produce more reliable and yes, dramatic or exciting results.
Actually, my little Trip to clarify that ended but a few words about the misunderstood topic of "realism":
What the D & D4 discussion is unnecessary, is "realism." This is usually meant that a rule intended to reflect the natural laws of a game world as accurately as possible, so that will be someone down flat when he throws himself under a train. Now the lead proponents of the Powers in correctly, that no rule can actually be "realistic" and thus justify the non-causal relationships between the Powers. In other words, this means: If you can not by rules represent exactly like someone from the train will run over (which is correct), then play it no matter if one could use a power only once a day, because not both "realistic" was. There is now no longer do much to see the fallacy in that, because the causality is given in the train, but not in a Daily power.
For me, this summary is after countless attempts to communicate with Internet users, this is also a conclusion on this issue. I can understand the difficulties in understanding each other would not continue to repeat the links but countless other times and doing myself a favor just to be able to refer to this.
Finally, I want to say that I both play styles and rules with regard than do without author perspective, and worthy of playing for real role-playing. I see the benefits of both and none for superior feel, if I personally prefer to dispense with limited Powers.