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A glimpse at WoTC's current view of Rule 0
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<blockquote data-quote="Lanefan" data-source="post: 9507524" data-attributes="member: 29398"><p>It's the latter, and yes it can be a very long wait.</p><p></p><p>Some minor changes - particularly for things the PCs haven't encountered yet or elements that haven't come into play yet - I can slide in at any time. For example, as yet nobody in my game can hard-cast 6th or higher level spells, so unless they've been hit by one from an opponent I'm still free to tweak the effects and-or mechanics of those spells e.g. range, duration, etc.</p><p></p><p>But to me, precedent and consistency are king. If something worked a certain way once in the campaign and wasn't specifically a one-off effect then ideally it works that way every time.</p><p></p><p>For example: as it stands now in our games the Druid-equivalents are the best healers. That class is otherwise a bit too powerful, while regular Clerics could use a boost; and so I want to switch their healing capabilities such that normal Clerics become the best healers. That's the sort of change I can't really make on the fly, though, as I'd be overturning 15+ years of established precedent on how things work.</p><p></p><p>Before anyone got near the required levels I added in a subsystem of high-level feat-like things, which are coming online now as PCs reach those levels.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 9507524, member: 29398"] It's the latter, and yes it can be a very long wait. Some minor changes - particularly for things the PCs haven't encountered yet or elements that haven't come into play yet - I can slide in at any time. For example, as yet nobody in my game can hard-cast 6th or higher level spells, so unless they've been hit by one from an opponent I'm still free to tweak the effects and-or mechanics of those spells e.g. range, duration, etc. But to me, precedent and consistency are king. If something worked a certain way once in the campaign and wasn't specifically a one-off effect then ideally it works that way every time. For example: as it stands now in our games the Druid-equivalents are the best healers. That class is otherwise a bit too powerful, while regular Clerics could use a boost; and so I want to switch their healing capabilities such that normal Clerics become the best healers. That's the sort of change I can't really make on the fly, though, as I'd be overturning 15+ years of established precedent on how things work. Before anyone got near the required levels I added in a subsystem of high-level feat-like things, which are coming online now as PCs reach those levels. [/QUOTE]
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