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the rules encourage you to think of you character as a game piece with a selection of 'powers,'
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Only if you ignore the sections in Chapter 2: Making Charaters, that cover Personality, Mannerisms, Appearance, Backgrounds. Or things like . . .
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Even in combat, though, you can interject bits of personality
and dialogue that make your character more than just
the statistics on your character sheet.
- Page 19 PHB
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. . . and everything else in the books about roleplaying. If you ignore all that. Like, willfully ignore it.
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The new rules encourage tactical manuever and use of powers far above verisimilitude or immersion in the world.
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Only in combat. Out of combat the new rules encourage roleplaying. I'm not sure exactly how far a rules system can go when it comes to encouraging verisimilitude or immersion in the world (especially when you're talking about being wizards). I think the group and the GM have more control over both of those than the rules.