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General Tabletop Discussion
*Dungeons & Dragons
07/29/2013 - Legends & Lore It’s Mathemagical!
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<blockquote data-quote="Dausuul" data-source="post: 6163762" data-attributes="member: 58197"><p>Sure, there are a bunch of numbers on the character sheet already. That isn't a good reason to pile on more--quite the contrary! The more numbers there are, the more of a burden it becomes on the casual players and the more the advanced players have to take up the slack.</p><p></p><p>And it's not just the casual players, either. I can and have handled the blizzard of numbers involved in running in a high-level 3E spellcaster. But what I found was that the value of most of those numbers, in terms of adding tactical options, character detail, game balance (ha!), or accurate simulation of the game reality, was very low; dealing with them was a waste of time and brainspace. Raw quantity of numbers has nothing to do with tactical depth. As a DM, I'm here to slaughter player characters with fiendish monsters and diabolical schemes; as a player, I'm here to weasel out of my well-deserved demise*. In neither case am I interested in playing a human Excel sheet.</p><p></p><p>What is the point of having save DCs scale with spell level? It seems like the goal is to solve the "ghoul problem reversed," where a caster can cripple powerful monsters with low-level debuffs. This is certainly a problem worth addressing, but I hope they find a more streamlined way to do so. (I like Mearls's earlier idea of using 1E-style saves.) Any fool can throw more numbers at a problem; part of good design is finding ways to solve such problems <em>without</em> adding mechanical overhead.</p><p></p><p>[size=-2]*No, I don't <em>really</em> subscribe to this antagonistic view of the DM/player relationship. But it's more fun if everyone thinks I do.[/size]</p></blockquote><p></p>
[QUOTE="Dausuul, post: 6163762, member: 58197"] Sure, there are a bunch of numbers on the character sheet already. That isn't a good reason to pile on more--quite the contrary! The more numbers there are, the more of a burden it becomes on the casual players and the more the advanced players have to take up the slack. And it's not just the casual players, either. I can and have handled the blizzard of numbers involved in running in a high-level 3E spellcaster. But what I found was that the value of most of those numbers, in terms of adding tactical options, character detail, game balance (ha!), or accurate simulation of the game reality, was very low; dealing with them was a waste of time and brainspace. Raw quantity of numbers has nothing to do with tactical depth. As a DM, I'm here to slaughter player characters with fiendish monsters and diabolical schemes; as a player, I'm here to weasel out of my well-deserved demise*. In neither case am I interested in playing a human Excel sheet. What is the point of having save DCs scale with spell level? It seems like the goal is to solve the "ghoul problem reversed," where a caster can cripple powerful monsters with low-level debuffs. This is certainly a problem worth addressing, but I hope they find a more streamlined way to do so. (I like Mearls's earlier idea of using 1E-style saves.) Any fool can throw more numbers at a problem; part of good design is finding ways to solve such problems [I]without[/I] adding mechanical overhead. [size=-2]*No, I don't [i]really[/i] subscribe to this antagonistic view of the DM/player relationship. But it's more fun if everyone thinks I do.[/size] [/QUOTE]
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07/29/2013 - Legends & Lore It’s Mathemagical!
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