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General Tabletop Discussion
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Alternate thought - rule of cool is bad for gaming
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<blockquote data-quote="Ruin Explorer" data-source="post: 9384825" data-attributes="member: 18"><p>Agree, and mine either, but that shows how the OP was misrepresenting "rule of cool". It's never (in my experience) about just violating the rules - we already have rules saying how high you can jump and so on. It's making stuff that fits (i.e. "is cool") possible. I find his example to be... unlikely. I don't really think it happened the way he describes - I suspect the DM probably didn't see the distance as being as far as he did, for example, and quite a high roll may well have been made.</p><p></p><p>3.XE for example, if you stuck to RAW, was often pretty bad here, because you tended to need multiple rolls to achieve things which were never going to more than moderately effective - like a DM following RAW might want a check to leap and grab the chandelier (some might even want one for each), then another to attack (RAW at a large penalty, quite likely - probably -4), then assess a small (sometimes unreasonably small) amount of damage, then make the enemy make a save to see if they're knocked down, then make the PC make a check to land properly. Rule of cool approaches would tend to combine that into one or two rolls (quite likely just the attack and the NPC saving throw). Because every roll you add, in a binary pass/fail system like D&D, the odds of total failure increase drastically (this isn't true of all games, note, because many don't use binary pass/fail approaches).</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 9384825, member: 18"] Agree, and mine either, but that shows how the OP was misrepresenting "rule of cool". It's never (in my experience) about just violating the rules - we already have rules saying how high you can jump and so on. It's making stuff that fits (i.e. "is cool") possible. I find his example to be... unlikely. I don't really think it happened the way he describes - I suspect the DM probably didn't see the distance as being as far as he did, for example, and quite a high roll may well have been made. 3.XE for example, if you stuck to RAW, was often pretty bad here, because you tended to need multiple rolls to achieve things which were never going to more than moderately effective - like a DM following RAW might want a check to leap and grab the chandelier (some might even want one for each), then another to attack (RAW at a large penalty, quite likely - probably -4), then assess a small (sometimes unreasonably small) amount of damage, then make the enemy make a save to see if they're knocked down, then make the PC make a check to land properly. Rule of cool approaches would tend to combine that into one or two rolls (quite likely just the attack and the NPC saving throw). Because every roll you add, in a binary pass/fail system like D&D, the odds of total failure increase drastically (this isn't true of all games, note, because many don't use binary pass/fail approaches). [/QUOTE]
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