I think the poster's point is that it depends on your design goal. Making a tactical option simpler while also making it slightly less tactical may or may not be seen as an improvement. Certainly, your version is more elegant (and in practice is effectively the same as the DMG version in most...
Once again, you're wrong! You see, while it may be a waste of time for you, it's definitely not a waste of time for me! Now, let's have that polite conversation, shall we? :D
I must have missed the part of the video where Crawford discusses the pros and cons of unfettered PC flight in excruciating detail. Can anyone give me a timestamp? Or is it covered in the survey?
History repeats itself! Way back in the early nineties, "canceling" certain attacks into other attacks was a bug in Street Fighter II, which the developers decided to build around because it made the game more fun (and raised the skill cap dramatically). The concept was so successful that...
I dunno, I think sometimes people don't know what they like until they try it. They might think they hate templates, but if they get templates that can achieve a similar level of detail to statblocks (see PF2 animal companions), they might change their mind.
I think when people say that, what they largely mean is that the template(s) under disucssion does/do a poor job of representing the animal in question when compared to the MM statblock. When you turn into a spider, you want to climb on walls and spin webs.
For instance, PF2 has animal...
I'm not sure why that matters. If it's a clear homage to John Wick (which this is; I recognized that immediately when I saw it), keeping the same construction makes sense. No one is trying to pass this off as an original concept.
Also, John Wick didn't invent this concept, though they might be...
Seems you're being needlessly hostile, unless you have some skin in this game? Anyway, I think you've completely missed the point.
I think most people would agree it's acceptable when an artist adopts an artistic style or concept from mass-media pop-culture, particularly if it's done in a...
Right, and I think most people would agree that transparency in game design is a unquestionably a good thing. But you can still be transparent without being intrusive. Of course, what one finds intrusive is a subjective judgment. What's just right for one person might be too much for another.
You know know what I've recently realized about 4e recovery mechanics (and encounter powers specifically)? I dislike them only in the presentation they received in 4e. I actually have no problem with an ability that recharges when your character meditates for 1 minute or something similar; I...
And how!
"You disagree with me? Well, it's only because you don't understand my irrefutable logic. You agree with me? Well, you aren't agreeing with me in the precise manner that I want you to, so have a few insults!"