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General Tabletop Discussion
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Some mechanisms (often ported from the old days) are putting the incentives in the wrong place - blog post discussion
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<blockquote data-quote="Blue" data-source="post: 9231783" data-attributes="member: 20564"><p>I see the thrust here, but it's misguided.</p><p></p><p>A default should be the baseline, never a modifier. The "oh, it's during the day, you get a bonus to sight based perception rolls" is straight out bad design.</p><p></p><p>It also misses the point on some things. Spell components are one of them, because they fundamentally miss why the spell is there. You "handwave" spell components just like you handwave weapons. As in, only if you are ignorant, but 99% of the time it's not going to slow down the game with additional modifiers. I'm not just comparing spell components to weapons gratuitously - they server the exact same purpose*. Allowing a caster to be disarmed. Without it, you can't capture them safely so you can only kill them. A DM who lets a gagged and tied up caster cast their full complement of spell is... well, likely one will make that mistake. But if a DM says they are ignoring spell components, tell them that you expect to be able to cast every spell naked, bound and gagged, have them tell you no, and then realize the DM isn't actually ignoring spell components but doesn't actually understand what their house rule means.</p><p></p><p>(* There's also expensive spell components, which the designers say is a throttle from having a spell cast all the time. Like if there was no penalty to dying, it's just another slot used.)</p><p></p><p>The concepts put forth aren't bad, but are lesser to other things (like default should be baseline) and understanding why a rule is in place.</p></blockquote><p></p>
[QUOTE="Blue, post: 9231783, member: 20564"] I see the thrust here, but it's misguided. A default should be the baseline, never a modifier. The "oh, it's during the day, you get a bonus to sight based perception rolls" is straight out bad design. It also misses the point on some things. Spell components are one of them, because they fundamentally miss why the spell is there. You "handwave" spell components just like you handwave weapons. As in, only if you are ignorant, but 99% of the time it's not going to slow down the game with additional modifiers. I'm not just comparing spell components to weapons gratuitously - they server the exact same purpose*. Allowing a caster to be disarmed. Without it, you can't capture them safely so you can only kill them. A DM who lets a gagged and tied up caster cast their full complement of spell is... well, likely one will make that mistake. But if a DM says they are ignoring spell components, tell them that you expect to be able to cast every spell naked, bound and gagged, have them tell you no, and then realize the DM isn't actually ignoring spell components but doesn't actually understand what their house rule means. (* There's also expensive spell components, which the designers say is a throttle from having a spell cast all the time. Like if there was no penalty to dying, it's just another slot used.) The concepts put forth aren't bad, but are lesser to other things (like default should be baseline) and understanding why a rule is in place. [/QUOTE]
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Some mechanisms (often ported from the old days) are putting the incentives in the wrong place - blog post discussion
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