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Mearls On D&D's Design Premises/Goals
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<blockquote data-quote="Eric V" data-source="post: 7759135" data-attributes="member: 6779717"><p>Yeah, he's like that. It's like he's BFFs with the designers or something, and so he can't differentiate between criticism of a public work vs. attacking someone on a message board.</p><p></p><p>To your post, it's true that a lot of things players could just do in 4e now requires a version of "Mother, May I?" For instance, I'd wager you'll never find a 5e DM who lets a Champion attempt something exactly like 'Crack the Shell.' Even spells have that built into them as well (I'd <em>never </em>play an illusionist in 5e, for instance).</p><p></p><p>As for lazy design, while I agree in broad strokes, there are some differences I would note. For Inspiration, they provide examples for it, but no hard-and-fast rules, that's true. For that particular mechanic, though, I feel it's actually the right move. Maximum flexibility for a 'floating bonus' derived by whatever means is kind of a neat cookie the DM can hand out. In our own games, people have earned it by playing up their flaws, telling a great in-game joke, and being clever and figuring out a clue to a mystery...after which they immediately spent it on a roll to get another clue, solving the puzzle, which was awesome. If the rules were 'tight' on that, it might hinder the awesomeness of the mechanic.</p><p></p><p>Stealth rules are lazy, I agree. Same with some of the other stuff you mentioned. It's not a perfect game, no matter <em>what </em>some people on here act like.</p></blockquote><p></p>
[QUOTE="Eric V, post: 7759135, member: 6779717"] Yeah, he's like that. It's like he's BFFs with the designers or something, and so he can't differentiate between criticism of a public work vs. attacking someone on a message board. To your post, it's true that a lot of things players could just do in 4e now requires a version of "Mother, May I?" For instance, I'd wager you'll never find a 5e DM who lets a Champion attempt something exactly like 'Crack the Shell.' Even spells have that built into them as well (I'd [I]never [/I]play an illusionist in 5e, for instance). As for lazy design, while I agree in broad strokes, there are some differences I would note. For Inspiration, they provide examples for it, but no hard-and-fast rules, that's true. For that particular mechanic, though, I feel it's actually the right move. Maximum flexibility for a 'floating bonus' derived by whatever means is kind of a neat cookie the DM can hand out. In our own games, people have earned it by playing up their flaws, telling a great in-game joke, and being clever and figuring out a clue to a mystery...after which they immediately spent it on a roll to get another clue, solving the puzzle, which was awesome. If the rules were 'tight' on that, it might hinder the awesomeness of the mechanic. Stealth rules are lazy, I agree. Same with some of the other stuff you mentioned. It's not a perfect game, no matter [I]what [/I]some people on here act like. [/QUOTE]
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Community
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Mearls On D&D's Design Premises/Goals
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