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A Wrought Iron Fence Made of Tigers
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<blockquote data-quote="Cadfan" data-source="post: 4479605" data-attributes="member: 40961"><p>No.</p><p></p><p>This, in particular, seems to stem much more from you than from the system itself. I can honestly imagine no possible argument in support of this other than general grognarding and fist shaking at those darn kids on the lawn. Certainly, in the many, many months of edition wars on this board, I've yet to see someone put such an argument forth.</p><p></p><p>Two answers.</p><p> </p><p>1. The DM has the explicit, stated right to rule that this is not in fact true.</p><p>2. This makes the game work better.</p><p> </p><p>Look, a multiplicity of options leads to a multiplicity of combinations of options. A game where a character can do a backflip, ride a tricycle, and sing the national anthem, will inevitably encounter a situation where someone attempts to do a backflip on a tricycle while singing the national anthem. There are three possible ways to resolve this.</p><p> </p><p>1. Don't let players do all that stuff. Restrict their options, and fewer combinatorial problems will arise.</p><p>2. Write extensive rules that cover every possible combination. This is a fool's errand, unfortunately, because the combinatorial options increase exponentially as new material arises. In 4e, where martial classes have o many different combat moves they can use, this is particularly difficult to do.</p><p>3. Give the DM a start, then tell him to use his judgment when unusual combinations arise.</p><p> </p><p>I favor the third option. You see, the first two options leave us with a choice- rules bloat or not giving the players cool toys. I dislike both of those choices, and would prefer to simply empower the DM to adjudicate rough spots. That way, you can provide characters with the multiplicity of options that players seem to love, without bloating your rules beyond imagining.</p><p> </p><p>When I'm DMing, and a player uses an ability or power in a way that doesn't make sense to me, I think about it for a moment. If I still can't see how it should work, I ask the player to describe how it works. If neither I nor the player can come up with anything, it doesn't work.</p><p> </p><p>This rarely occurs. But I think its a vastly superior solution to a comprehensive ruleset, or to taking away all our nice things in service of a fundamental physics of Dungeons and Dragons.</p><p> </p><p>Not that any of this has to do with what sorts of stories can be told, or the characters connection to the world around them. There is a massive leap of logic between something like "I don't get how encounter powers can't be used at will," to "I can't tell the stories I want to tell." Unless the story you want to tell is how Stabby McGee used Torturous Strike three times in a row, I can't see the problem.</p></blockquote><p></p>
[QUOTE="Cadfan, post: 4479605, member: 40961"] No. This, in particular, seems to stem much more from you than from the system itself. I can honestly imagine no possible argument in support of this other than general grognarding and fist shaking at those darn kids on the lawn. Certainly, in the many, many months of edition wars on this board, I've yet to see someone put such an argument forth. Two answers. 1. The DM has the explicit, stated right to rule that this is not in fact true. 2. This makes the game work better. Look, a multiplicity of options leads to a multiplicity of combinations of options. A game where a character can do a backflip, ride a tricycle, and sing the national anthem, will inevitably encounter a situation where someone attempts to do a backflip on a tricycle while singing the national anthem. There are three possible ways to resolve this. 1. Don't let players do all that stuff. Restrict their options, and fewer combinatorial problems will arise. 2. Write extensive rules that cover every possible combination. This is a fool's errand, unfortunately, because the combinatorial options increase exponentially as new material arises. In 4e, where martial classes have o many different combat moves they can use, this is particularly difficult to do. 3. Give the DM a start, then tell him to use his judgment when unusual combinations arise. I favor the third option. You see, the first two options leave us with a choice- rules bloat or not giving the players cool toys. I dislike both of those choices, and would prefer to simply empower the DM to adjudicate rough spots. That way, you can provide characters with the multiplicity of options that players seem to love, without bloating your rules beyond imagining. When I'm DMing, and a player uses an ability or power in a way that doesn't make sense to me, I think about it for a moment. If I still can't see how it should work, I ask the player to describe how it works. If neither I nor the player can come up with anything, it doesn't work. This rarely occurs. But I think its a vastly superior solution to a comprehensive ruleset, or to taking away all our nice things in service of a fundamental physics of Dungeons and Dragons. Not that any of this has to do with what sorts of stories can be told, or the characters connection to the world around them. There is a massive leap of logic between something like "I don't get how encounter powers can't be used at will," to "I can't tell the stories I want to tell." Unless the story you want to tell is how Stabby McGee used Torturous Strike three times in a row, I can't see the problem. [/QUOTE]
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