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Do you plan to adopt D&D5.5One2024Redux?
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<blockquote data-quote="UngeheuerLich" data-source="post: 9335544" data-attributes="member: 59057"><p>So at least this whole thread has a useful purpose... </p><p></p><p>Turning everything into a spell is not nice either. Ribbon abilities are not bad at all. </p><p></p><p>It is just the way some abilites(and spells) are supposed to work: 100% all the time.</p><p></p><p>Spells like tiny hut are annoying, because they make resting 100% safe. </p><p></p><p>Making it 90 safe? Ok. No problem. But more than that and parties can rest wherever they want without any risk. Which trivializes some things. </p><p></p><p>Some people will say: but this is exactly what they should do: allow everyone to rest without thinking about boring things like deciding who takes which watch and so on. And without the DM being able to screw you over by attacking you when you want to sleep...</p><p></p><p>I think the false assumption in all you write is that DMs and Players are adversaries. They are not. They should tell a story together. And abilities that take away DM agency completely are as bad as abilities that take away player agency completely. Because they diminish the possibilities to play the game together. </p><p></p><p>So instead of adding abilities to screw over each other it will be better to write a good DM's Guide to actually teach DM's to not screw over players constantly. Teach them to play nice. Don't start an arm's race.*</p><p></p><p>*once DM's start being unfair, players search for unfair abilites themselves. Then the DM starts to look for openings, targeting specific weaknesses. Which seems even more unfair to the players, who now try to close those weaknesses. And then the rules lawyering starts.</p></blockquote><p></p>
[QUOTE="UngeheuerLich, post: 9335544, member: 59057"] So at least this whole thread has a useful purpose... Turning everything into a spell is not nice either. Ribbon abilities are not bad at all. It is just the way some abilites(and spells) are supposed to work: 100% all the time. Spells like tiny hut are annoying, because they make resting 100% safe. Making it 90 safe? Ok. No problem. But more than that and parties can rest wherever they want without any risk. Which trivializes some things. Some people will say: but this is exactly what they should do: allow everyone to rest without thinking about boring things like deciding who takes which watch and so on. And without the DM being able to screw you over by attacking you when you want to sleep... I think the false assumption in all you write is that DMs and Players are adversaries. They are not. They should tell a story together. And abilities that take away DM agency completely are as bad as abilities that take away player agency completely. Because they diminish the possibilities to play the game together. So instead of adding abilities to screw over each other it will be better to write a good DM's Guide to actually teach DM's to not screw over players constantly. Teach them to play nice. Don't start an arm's race.* *once DM's start being unfair, players search for unfair abilites themselves. Then the DM starts to look for openings, targeting specific weaknesses. Which seems even more unfair to the players, who now try to close those weaknesses. And then the rules lawyering starts. [/QUOTE]
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