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In Depth Critique of Part 3 of Basic Rules
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<blockquote data-quote="Pallidore" data-source="post: 6357208" data-attributes="member: 6777732"><p>Direct damage should not be unviable, but we also need to remember that it cuts both ways—when PCs are on the receiving end.</p><p></p><p>Murder mysteries are the stuff of classic group problem solving, and what newbies (both players and DMs) bring as one of the expectations. Divinations nixing its possibility, or making it very hard for a DM to pull off, nullifies a prime avenue of satisfaction for no good reason, and once again shortcircuits classic adventure. </p><p></p><p>Arcana checks to uncover magic are player driven things, emphasizing good exploration and good immersion. Detect Magic short circuits a great deal of that and makes things both mechanical and irrelevant. While I always thought there should be some minor fatiguing aspect to too many multiple attempts at Arcana sensing of magic in 4E (to preclude the “I’m checking for magic all the time” impracticalities), there should also have been an item in the DMG about this skill that should have read something thus: “If an individual or the party needs to discover a certain magic item, effect, etc., or that you just think it will better advance the story, then you as a DM should overrule contrary dice and say it’s discovered.”</p><p></p><p>Magical healing: I spitballed a thought once that WotC should have had in the description of most magical healing that, except perhaps once a year or once a decade on a special religious holiday, a magical healing only works on someone the healer knows has a heroic spark—an unseen mark of the gods/fates/etc. that sets them out as POTENTIALLY more than most mortals. This is not a particularly thought out way, but the point is that there are ways for players to have cake and not disrupt the game world. The PCs having access to too much mag healing can be a problem in other ways, however; I guess we’ll see how it plays out in 5E.</p><p></p><p>D&D doesn’t need to work precisely at a simulationist level. It only needs to work sufficiently, and not have glaring incongruities, for newbies especially to readily suspend disbelief. For veterans, adding more simulationist background detail to maintain internal logic might also help though.</p><p></p><p>Near-limitless freedom is what attracts many of us to the game. When things become dramatically incongruent however, the immersion that so enriches the game can be lost due to suspension of disbelief becoming increasingly iffy.</p><p></p><p>It’ll be interesting to see in 6 months (or less), if and how my views shift.</p></blockquote><p></p>
[QUOTE="Pallidore, post: 6357208, member: 6777732"] Direct damage should not be unviable, but we also need to remember that it cuts both ways—when PCs are on the receiving end. Murder mysteries are the stuff of classic group problem solving, and what newbies (both players and DMs) bring as one of the expectations. Divinations nixing its possibility, or making it very hard for a DM to pull off, nullifies a prime avenue of satisfaction for no good reason, and once again shortcircuits classic adventure. Arcana checks to uncover magic are player driven things, emphasizing good exploration and good immersion. Detect Magic short circuits a great deal of that and makes things both mechanical and irrelevant. While I always thought there should be some minor fatiguing aspect to too many multiple attempts at Arcana sensing of magic in 4E (to preclude the “I’m checking for magic all the time” impracticalities), there should also have been an item in the DMG about this skill that should have read something thus: “If an individual or the party needs to discover a certain magic item, effect, etc., or that you just think it will better advance the story, then you as a DM should overrule contrary dice and say it’s discovered.” Magical healing: I spitballed a thought once that WotC should have had in the description of most magical healing that, except perhaps once a year or once a decade on a special religious holiday, a magical healing only works on someone the healer knows has a heroic spark—an unseen mark of the gods/fates/etc. that sets them out as POTENTIALLY more than most mortals. This is not a particularly thought out way, but the point is that there are ways for players to have cake and not disrupt the game world. The PCs having access to too much mag healing can be a problem in other ways, however; I guess we’ll see how it plays out in 5E. D&D doesn’t need to work precisely at a simulationist level. It only needs to work sufficiently, and not have glaring incongruities, for newbies especially to readily suspend disbelief. For veterans, adding more simulationist background detail to maintain internal logic might also help though. Near-limitless freedom is what attracts many of us to the game. When things become dramatically incongruent however, the immersion that so enriches the game can be lost due to suspension of disbelief becoming increasingly iffy. It’ll be interesting to see in 6 months (or less), if and how my views shift. [/QUOTE]
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