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<blockquote data-quote="Majoru Oakheart" data-source="post: 2604275" data-attributes="member: 5143"><p>Yes, I agree on almost all points, it IS highly subjective. Thus, my comment about trying to avoid coming up with new rules for "exceptions" when the raw works fine. Like the flying out of water thing, RAW doesn't say you can't make a large leap directly into the air only for the purposes of taking off out of water, and mechanically, you end up the same as raw, it flys out of the water. It satisfies my sense of "realism" to have the image of the powerful creature suddenly jumping high into the air with powerful muscles and catching a drift of air. This way I don't have to add it to a growing list of new rules I've added to the game to cover strange things.</p><p></p><p>I'm glad you've not experienced the sort of rules discussions we've had in the past. Well, I wouldn't call them rules discussions. In previous editions, they were normally logic discussions. Which lasted for hours as each side really advocated their side: "The book doesn't say how far you can jump, so I say the world record is 30ft (made up number here), I have a strength of 20 which is above the max for humans, so I can jump further than that!"</p><p></p><p>Now we have small number of rules clarifications arguements, mostly things like "This PrC says you can use a move equivilant action to create a weapon. Can I make more than one?" or "It says I can apply extra damage to a weapon I'm holding, is this special abilty I have considered a weapon?" They are normally clearly yes or no answers with the DM making the final decision.</p><p></p><p>Most of the important rules that affect nearly every session are spelled out in the book. My players know if they want to move from point a to point b, they can do so, if they move through threatened spaces they provoke AOO unless they tumble. If they do all threatened spaces they move through take double moves. I've never really needed to implement special rules for jumping off of tables, walking down stairs, leaping over walls. The most discussion over this sort of thing has been "a 4 foot tall wall, huh? Ok, I take 5 more feet of movement to walk around instead, then I attack" or "Can you jump over it? Sure, it's about 5 ft, make a DC 5 check"</p><p></p><p>I find other DMs are good at overcomplicating situations, turning each action anyone attempts into an except to the rules so that the rules never apply. I just assume any modifiers that aren't obviously overwhelmning are inconsequential.</p></blockquote><p></p>
[QUOTE="Majoru Oakheart, post: 2604275, member: 5143"] Yes, I agree on almost all points, it IS highly subjective. Thus, my comment about trying to avoid coming up with new rules for "exceptions" when the raw works fine. Like the flying out of water thing, RAW doesn't say you can't make a large leap directly into the air only for the purposes of taking off out of water, and mechanically, you end up the same as raw, it flys out of the water. It satisfies my sense of "realism" to have the image of the powerful creature suddenly jumping high into the air with powerful muscles and catching a drift of air. This way I don't have to add it to a growing list of new rules I've added to the game to cover strange things. I'm glad you've not experienced the sort of rules discussions we've had in the past. Well, I wouldn't call them rules discussions. In previous editions, they were normally logic discussions. Which lasted for hours as each side really advocated their side: "The book doesn't say how far you can jump, so I say the world record is 30ft (made up number here), I have a strength of 20 which is above the max for humans, so I can jump further than that!" Now we have small number of rules clarifications arguements, mostly things like "This PrC says you can use a move equivilant action to create a weapon. Can I make more than one?" or "It says I can apply extra damage to a weapon I'm holding, is this special abilty I have considered a weapon?" They are normally clearly yes or no answers with the DM making the final decision. Most of the important rules that affect nearly every session are spelled out in the book. My players know if they want to move from point a to point b, they can do so, if they move through threatened spaces they provoke AOO unless they tumble. If they do all threatened spaces they move through take double moves. I've never really needed to implement special rules for jumping off of tables, walking down stairs, leaping over walls. The most discussion over this sort of thing has been "a 4 foot tall wall, huh? Ok, I take 5 more feet of movement to walk around instead, then I attack" or "Can you jump over it? Sure, it's about 5 ft, make a DC 5 check" I find other DMs are good at overcomplicating situations, turning each action anyone attempts into an except to the rules so that the rules never apply. I just assume any modifiers that aren't obviously overwhelmning are inconsequential. [/QUOTE]
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