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*Dungeons & Dragons
A mechanical solution to the problem with rests
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<blockquote data-quote="Sacrosanct" data-source="post: 7184616" data-attributes="member: 15700"><p>Again, I disagree with your premise. The range of a magic missile isn't really a guideline. It's presented as a mechanical rule. Encounter building is a guideline, and they emphasize it as such, whereas they do not such thing with something like a spell description. There is a difference, and it's important. Which goes back to me saying you're taking those guidelines too literally and reading way too much into them. So if this discussion goes nowhere, it's only because you're treating suggestions as the same level of literalness as hard rules. Flawed basic premise.</p><p></p><p>*Edit* I just pulled up my DMG and looked to support my position. For one, right in the introduction, the DMG tells you that the PHB is rules, and the DMG is a guide to help you as the DM "adjudicate the rules", and to "give advice" on how to run the game. Also in the introduction it says right up front to tailor your adventures to fit the players' styles. Then in the encounter section itself, it's littered with phrases like "might", "may", and "likely". Then of course, the title of the book is called Dungeon Master's <em>Guide</em>. So clearly there is a distinction between something like a spell description or how a class feature works, and how encounter guidelines are just that--guidelines you may adjust as needed or desired.</p></blockquote><p></p>
[QUOTE="Sacrosanct, post: 7184616, member: 15700"] Again, I disagree with your premise. The range of a magic missile isn't really a guideline. It's presented as a mechanical rule. Encounter building is a guideline, and they emphasize it as such, whereas they do not such thing with something like a spell description. There is a difference, and it's important. Which goes back to me saying you're taking those guidelines too literally and reading way too much into them. So if this discussion goes nowhere, it's only because you're treating suggestions as the same level of literalness as hard rules. Flawed basic premise. *Edit* I just pulled up my DMG and looked to support my position. For one, right in the introduction, the DMG tells you that the PHB is rules, and the DMG is a guide to help you as the DM "adjudicate the rules", and to "give advice" on how to run the game. Also in the introduction it says right up front to tailor your adventures to fit the players' styles. Then in the encounter section itself, it's littered with phrases like "might", "may", and "likely". Then of course, the title of the book is called Dungeon Master's [I]Guide[/I]. So clearly there is a distinction between something like a spell description or how a class feature works, and how encounter guidelines are just that--guidelines you may adjust as needed or desired. [/QUOTE]
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