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A thing about d20 D&D I didn't like, and still don't know why it was done...
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<blockquote data-quote="I'm A Banana" data-source="post: 3268182" data-attributes="member: 2067"><p>To be fair, the elf race has a long and storied tradition of hiding in trees and making delicious cookies. All elves should know their way around some shortbread. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p></p><p></p><p>Word.</p><p></p><p>It's useful to have them say "if you don't like it, make it up," but it's not a rule, it's an admission that they can't forsee everything. They should try to forsee the most common things people are going to do with their game.</p><p></p><p>I actually agree that 1e might not be "better" or "worse" as a game, though it is "better" or "worse" for specific things (not all of which are really wanted by those who still play it). Not everybody wants elven rangers to be truly unique from elven fighters, and while that's fine, I don't think it's something most people would agree with them on.</p><p></p><p></p><p></p><p>I tend to agree in broad terms, but what if a major aspect of your character's life is building crap? I mean, if I wanted to be a bowyer/adventurer, I would care about the quality of my bows, the wood the trees around me produced, the climate, the local metals market for arrowheads, which birds had the best flight feathers, any new alchemical modifications to arrows, kingdoms of ancient bow-wielders who might still have treasure laying around...being a bowyer would be a big part of my character, and some guidance on how to handle that would be entirely appropriate, and could actually lead to further adventure, rather than simply being rescource-crunching (for instance, if some dryads had taken to controlling the local wood supply, that's important to the character).</p><p></p><p>Just because I want my character to be good at making something doesn't mean that I want those rules to take over the game, but it does mean that some rules for at least "time it takes me to make it" and "a way to measure my quality" are entirely useful. It means being a bowyer, I could actually get the party good, quality arrows for cheap, while the wizard is busy making his wand and the bard is busy gathering info in the tavern, I can gather wood for good arrows, and the rules *actually* tell me how well I do this, just like they tell me how well I *actually* swing a sword or avoid a goblin's knife.</p><p></p><p></p><p></p><p>D&D is a game of imagination, right? It doesn't take a lot of imagination to see that a "cool dude" would be good at wearing sunglasses at night, keeping his hair straight, wooing the laidies, getting a posse...</p><p></p><p>And while there's always going to be more than resolving rules, the <strong>game system</strong> should have ways to resolve rules. Because "make it up" isn't a rule.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 3268182, member: 2067"] To be fair, the elf race has a long and storied tradition of hiding in trees and making delicious cookies. All elves should know their way around some shortbread. ;) Word. It's useful to have them say "if you don't like it, make it up," but it's not a rule, it's an admission that they can't forsee everything. They should try to forsee the most common things people are going to do with their game. I actually agree that 1e might not be "better" or "worse" as a game, though it is "better" or "worse" for specific things (not all of which are really wanted by those who still play it). Not everybody wants elven rangers to be truly unique from elven fighters, and while that's fine, I don't think it's something most people would agree with them on. I tend to agree in broad terms, but what if a major aspect of your character's life is building crap? I mean, if I wanted to be a bowyer/adventurer, I would care about the quality of my bows, the wood the trees around me produced, the climate, the local metals market for arrowheads, which birds had the best flight feathers, any new alchemical modifications to arrows, kingdoms of ancient bow-wielders who might still have treasure laying around...being a bowyer would be a big part of my character, and some guidance on how to handle that would be entirely appropriate, and could actually lead to further adventure, rather than simply being rescource-crunching (for instance, if some dryads had taken to controlling the local wood supply, that's important to the character). Just because I want my character to be good at making something doesn't mean that I want those rules to take over the game, but it does mean that some rules for at least "time it takes me to make it" and "a way to measure my quality" are entirely useful. It means being a bowyer, I could actually get the party good, quality arrows for cheap, while the wizard is busy making his wand and the bard is busy gathering info in the tavern, I can gather wood for good arrows, and the rules *actually* tell me how well I do this, just like they tell me how well I *actually* swing a sword or avoid a goblin's knife. D&D is a game of imagination, right? It doesn't take a lot of imagination to see that a "cool dude" would be good at wearing sunglasses at night, keeping his hair straight, wooing the laidies, getting a posse... And while there's always going to be more than resolving rules, the [B]game system[/B] should have ways to resolve rules. Because "make it up" isn't a rule. [/QUOTE]
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A thing about d20 D&D I didn't like, and still don't know why it was done...
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