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L&L: Putting the Vance in Vancian
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<blockquote data-quote="Odhanan" data-source="post: 5833514" data-attributes="member: 12324"><p>Skills run contrary to archetype/class-based design. I don't need both. It's just redundant and makes the game more nitpicky for no reason that cannot be accounted for by my own adjudication of the game. I prefer players to describe what they do instead of looking at their character sheet to see what modifier they have in this or that. The same way, I want players to describe to me what they do as their characters during combat. I don't want them to look at lists of feats and abilities wondering how to use the rules. I want them to think and imagine the heck out of the game itself. </p><p></p><p>This is the same reason why I do not use THAC0 in my games in favor of to-hit charts I keep on my side of the screen. No calculations on the players part whatsoever. Just tell me what you do, roll 1d20, maybe add this or that single-digit modifier from that piece of equipment or whatnot, but this is it. Nothing else to worry about.</p><p></p><p>But really that is inconsequential. Whether you think my reasons are justified or not from your own corner of the woods does not matter one single bit at my game table. I honestly do not care one bit whether you tell me "but you can ignore this or that" or whatnot. It's not the point. Believe me: I'm completely fine running my games as they are, and so are my players. I'm not asking for your help.</p><p></p><p>What matters is that the guys who are designing this D&D Next game need to understand that. They need to really think hard about whether they want this game to be this "big tent" they are talking about, or if this is just all PR destined to target one single, specific segment of the D&D audience instead.</p></blockquote><p></p>
[QUOTE="Odhanan, post: 5833514, member: 12324"] Skills run contrary to archetype/class-based design. I don't need both. It's just redundant and makes the game more nitpicky for no reason that cannot be accounted for by my own adjudication of the game. I prefer players to describe what they do instead of looking at their character sheet to see what modifier they have in this or that. The same way, I want players to describe to me what they do as their characters during combat. I don't want them to look at lists of feats and abilities wondering how to use the rules. I want them to think and imagine the heck out of the game itself. This is the same reason why I do not use THAC0 in my games in favor of to-hit charts I keep on my side of the screen. No calculations on the players part whatsoever. Just tell me what you do, roll 1d20, maybe add this or that single-digit modifier from that piece of equipment or whatnot, but this is it. Nothing else to worry about. But really that is inconsequential. Whether you think my reasons are justified or not from your own corner of the woods does not matter one single bit at my game table. I honestly do not care one bit whether you tell me "but you can ignore this or that" or whatnot. It's not the point. Believe me: I'm completely fine running my games as they are, and so are my players. I'm not asking for your help. What matters is that the guys who are designing this D&D Next game need to understand that. They need to really think hard about whether they want this game to be this "big tent" they are talking about, or if this is just all PR destined to target one single, specific segment of the D&D audience instead. [/QUOTE]
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L&L: Putting the Vance in Vancian
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