Skills, feats, spells and so on were described in terms of what they did in the game world. The mechanics of how they worked within the rules was secondary.
—ENWorld: What is wrong with 4E?
I’m not sure that comparison is fair. Older editions had plenty of mechanics that didn’t seem justified in-game.
I do think it is a fair expectation about what a role-playing game ought to provide.
Except for a game like Risus, where the mechanics are intentionally very abstract. Translating between the abstract mechanics and specifics in the game world is—to an extent—what such games are all about.
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