Thomas Shey
Legend
This is the problem. You simply can't have a complex game, unless you have a million pages of rules.
This is more dependent on a lot of independent rules than complexity, per se.
This is the problem. You simply can't have a complex game, unless you have a million pages of rules.
Same here, and my JoJo campaign wouldn't work without it.I can't speak for everybody but for me, this is the kind of stuff that I like my players to be doing. Better yet, cast creatively, as opposed to just stacking a bunch of buffs. Cast reduce on a bolder and slingshot it into an anti-magic field. Cast light on the front of a shield and blind your enemies... Dancing lights can be placed in midair beyond the edge of a cliff in the hopes that enemies will want to check it out, and then take a little tumble off the cliffs... etc. There's so many possibilities of different ways to cast stuff. I think conjuring usually places your conjuration in any square in a 30' radius. You can use this to place the conjured creature on the other side of a barrier, which can sometimes have uses. These are features not bugs IMO.
We need to stop vilifying playstyles like this.First of all, there are rules issues that are extreme border cases, that mostly require someone actively hunting for them to encounter them. That's usually, really bluntly, a player problem, especially since it requires taking advantage of extreme odd combinations to work (but that produce unexpected and undesirable results when they do). Frankly, my opinion is that players who actively hunt out these are playing in bad faith, or alternatively playing a particular way that even pretty gamist players like myself find incompatible with what we're trying to do.
But, MtG is a competitive game where the point of play is winning. So, of course, coming up with winning combinations is part of the way to play. It would be somewhat silly otherwise.Rules are only broken insofar as they generated unintended results, and if a game designed to achieve results through tactical play and combining multiple feats and spells yet also allows (or worse requires) a DM to arbitrarily ignore the rules whenever it suits them in order to work then it's most certainly broken.
Same here, and my JoJo campaign wouldn't work without it.
We need to stop vilifying playstyles like this.
Players are not abusive just because they enjoy taking advantage of winning combinations using the rules as written, and I find it hard to believe it's an extreme border case when MtG is based on exactly this premise and even more successful. Thankfully there are plenty of games which don't rely on this playstyle.
We need to stop vilifying playstyles like this.
Players are not abusive just because they enjoy taking advantage of winning combinations using the rules as written, and I find it hard to believe it's an extreme border case when MtG is based on exactly this premise and even more successful. Thankfully there are plenty of games which don't rely on this playstyle.
If only there had been a version of D&D that dealt with this issue . . .A lot of the problem with these sorts of spells, it seems to me, is that they work too reliably. If things like Speak With Dead required rolls to work or carried any kind of risk, the party might be inclined to save it until after mundane skills had been tried.
I assume you're referring to 4e? My experience with it is nearly nil, so I'm not sure what you're referring to.If only there had been a version of D&D that dealt with this issue . . .
Yes I am.I assume you're referring to 4e? My experience with it is nearly nil, so I'm not sure what you're referring to.
It is rather unfortunate that so much of what 4e set out for D&D is now covered in 4e cooties and ignored.Yes I am.
I've GMed quite a bit of 4e D&D. And find myself frequently amused by comments about how such-and-such with D&D might be fixed, where 4e set out the fix.
This isn't a dig at you, to be clear - more like a wry and slightly wistful remembrance of what was . . .
EDIT:
In case it's of interest - the concrete thing I'm referring to is the Speak with Dead ritual in the PHB, which require a Religion check to determine the number of questions, and flags the possibility of the GM gating answers behind a skill challenge. The DMG provides an example of how such a skill challenge might be run.
I just wanted to add to this comment; I don't think this is a problem entirely in of itself. Sure, the idea that the game claims you can have an all-martial party and it's AOK, but can be doomed to an ignominious death because some jackhat casts Forecage on them is more than a little obnoxious; sure, hopefully by this point the DM will realize maybe they shouldn't use that spell against the players, or offer them magic items to overcome it if they have no other means, but not all DM's believe their game should be tailored to a given set of PC's. The books really should have a caveat here, like, "you can play with whatever characters you like, but...".Which you know, some spells are designed to do, but they usually have caveats. Sleet Storm can keep enemies at bay for a few turns, as can Web. Hypnotic Pattern wears off if someone takes damage, that sort of thing. But as you get higher level, you got spells that basically say "yeah there's no way to get around this for 95% of enemies, so if the players use a spell slot for this they win."