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Hot Take: Uncertainty Makes D&D Better
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<blockquote data-quote="Vaalingrade" data-source="post: 8925502" data-attributes="member: 82524"><p>That's why you observe stacking and don't keep adding new bonuses that avoid stacking.</p><p></p><p>Plus, I'm gonna be honest here -- at a certain point for certain characters, they should skill out of having to roll. </p><p></p><p>Character: "I am touched by the God of Leaping! Leaping is the thing I do! Bartok the Leaper has a poster of me in his room!"</p><p></p><p>Dice: "Aaaaahahahahaha Hahahahaha... oh mercy... Wait, you were serious. Let me laugh harder."</p><p></p><p></p><p>They system is so afraid of a play having to add two and two that it makes improvement and being a skilled person impossible. Which, incidentally, makes me think that 'uncertainty' was just a side effect people roll with.</p><p></p><p>And I cannot disagree more with the idea of combat as a thing to avoid. IMO, it should be the big, fun setpiece. I absolutely reject the idea of combat as the last resort.</p></blockquote><p></p>
[QUOTE="Vaalingrade, post: 8925502, member: 82524"] That's why you observe stacking and don't keep adding new bonuses that avoid stacking. Plus, I'm gonna be honest here -- at a certain point for certain characters, they should skill out of having to roll. Character: "I am touched by the God of Leaping! Leaping is the thing I do! Bartok the Leaper has a poster of me in his room!" Dice: "Aaaaahahahahaha Hahahahaha... oh mercy... Wait, you were serious. Let me laugh harder." They system is so afraid of a play having to add two and two that it makes improvement and being a skilled person impossible. Which, incidentally, makes me think that 'uncertainty' was just a side effect people roll with. And I cannot disagree more with the idea of combat as a thing to avoid. IMO, it should be the big, fun setpiece. I absolutely reject the idea of combat as the last resort. [/QUOTE]
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Hot Take: Uncertainty Makes D&D Better
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