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*TTRPGs General
4E is for casuals, D&D is d0med
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 4281505" data-attributes="member: 710"><p>Knowing the rules in 3E can be exactly what makes life so difficult. Adjudicate something seemingly simple as Wall spells (where do I place it? How can I shape it), or Lines (what happens if I use a 20° angle).</p><p>Handle Sunder, handle trip, handle disarm. </p><p></p><p>Some rules are easier to learn, some are worse. Some you can't. (Unless someone can - "proving" all his explanations in the rules- explain all the grapple rules and tell me the number of attacks a monster has while grappling when using a grapple check or when using natural attack, what damage it deals, how Constrict stacks with normal damage and so much more. And, after explaining all that to me, explain why grapple is so broken with larger creatures...).</p><p></p><p>This all stuff you learn and is purely mechanically. It is ultimately totally useless in regards to problem-solving or for conducting "gaming fun".</p><p></p><p>Understanding tactics isn't easy, or for everyone. But at least it is a clear example of problem-solving that can conduct fun (if you like getting tactical). You don't really have to understand or learn each power, because it's fundamentals are still all simple. </p><p>Power X and Y both can slide the target. They also have extra effects (maybe one lasts longer, or one allows a larger distance, or one is daily and deals more damage...). The fact that it slides your targets alone is an important aspect for tactical thinking. A general understanding of tactics will tell you when it is useful to use it (like: When the enemy is not in any flanking position yet, standing close to a squishy, when there is 100 ft chasmn or a fire pit) and when not (the enemy is standing right between the Rogue and the Fighter). </p><p>Power Z is a close area effect. Close area tells you it is a good idea to use when there are a lot of valid targets around you. If not, either move or pick a different power.</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 4281505, member: 710"] Knowing the rules in 3E can be exactly what makes life so difficult. Adjudicate something seemingly simple as Wall spells (where do I place it? How can I shape it), or Lines (what happens if I use a 20° angle). Handle Sunder, handle trip, handle disarm. Some rules are easier to learn, some are worse. Some you can't. (Unless someone can - "proving" all his explanations in the rules- explain all the grapple rules and tell me the number of attacks a monster has while grappling when using a grapple check or when using natural attack, what damage it deals, how Constrict stacks with normal damage and so much more. And, after explaining all that to me, explain why grapple is so broken with larger creatures...). This all stuff you learn and is purely mechanically. It is ultimately totally useless in regards to problem-solving or for conducting "gaming fun". Understanding tactics isn't easy, or for everyone. But at least it is a clear example of problem-solving that can conduct fun (if you like getting tactical). You don't really have to understand or learn each power, because it's fundamentals are still all simple. Power X and Y both can slide the target. They also have extra effects (maybe one lasts longer, or one allows a larger distance, or one is daily and deals more damage...). The fact that it slides your targets alone is an important aspect for tactical thinking. A general understanding of tactics will tell you when it is useful to use it (like: When the enemy is not in any flanking position yet, standing close to a squishy, when there is 100 ft chasmn or a fire pit) and when not (the enemy is standing right between the Rogue and the Fighter). Power Z is a close area effect. Close area tells you it is a good idea to use when there are a lot of valid targets around you. If not, either move or pick a different power. [/QUOTE]
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