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And the Druid Explodes: Understanding the AD&D Design Space's Legacy
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<blockquote data-quote="Sword of Spirit" data-source="post: 9125562" data-attributes="member: 6677017"><p>I'm characterizing the nature of the restriction--that one particular class in the whole multiverse has a potentially inviolable armor prohibition--as extreme, not the details of the restriction. </p><p></p><p>However, as far as the details relate to that nature, armor is a pretty bad example. It's a worse restriction that moral conduct or even weapons. A case could be made that if you are dominated into swinging a weapon you it isn't you doing it. But if armor is put on your unconscious body, you are still wearing it. No choice, and now the group has to figure out "what happens if that happens"? which is why this is actually a big deal (even if it is a big deal about a small part of the game that most people will never run into).</p><p></p><p>I hate to throw around words that people just argue round and round about semantically, but it's about:</p><p>1) Setting consistency</p><p>2) Player agency</p><p>3) Everyone trying to understand their fellow players/DM</p><p></p><p>And those really are big deals anytime they come up.</p></blockquote><p></p>
[QUOTE="Sword of Spirit, post: 9125562, member: 6677017"] I'm characterizing the nature of the restriction--that one particular class in the whole multiverse has a potentially inviolable armor prohibition--as extreme, not the details of the restriction. However, as far as the details relate to that nature, armor is a pretty bad example. It's a worse restriction that moral conduct or even weapons. A case could be made that if you are dominated into swinging a weapon you it isn't you doing it. But if armor is put on your unconscious body, you are still wearing it. No choice, and now the group has to figure out "what happens if that happens"? which is why this is actually a big deal (even if it is a big deal about a small part of the game that most people will never run into). I hate to throw around words that people just argue round and round about semantically, but it's about: 1) Setting consistency 2) Player agency 3) Everyone trying to understand their fellow players/DM And those really are big deals anytime they come up. [/QUOTE]
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And the Druid Explodes: Understanding the AD&D Design Space's Legacy
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