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<blockquote data-quote="Plane Sailing" data-source="post: 4807828" data-attributes="member: 114"><p>Sorry mate, but I prefer to have a sense of realism and role-playing in my games. If you prefer to have what is essentially a tactical wargame then more power to you, but your suggestions seem more fitting for a game of D&D minis combat than an RPG. </p><p></p><p>I guess that you are happy with people who keep on burning until they roll a 10 or higher on their turn or on someone elses turn, but wouldn't allow them to jump into the pool of water to put out the fires? Or drop and roll (you know, the kind of thing that you would do in real life if you caught on fire)?</p><p></p><p>Why wouldn't you want to inspire innovative thinking? It seems to me that there are two essential ways of taking it:</p><p></p><p>a) anything not specifically prohibited may be attempted</p><p>b) anything not specifically allowed cannot be attempted.</p><p></p><p>Personally I've always preferred the former, both as DM and as player.</p><p></p><p>Regards,</p></blockquote><p></p>
[QUOTE="Plane Sailing, post: 4807828, member: 114"] Sorry mate, but I prefer to have a sense of realism and role-playing in my games. If you prefer to have what is essentially a tactical wargame then more power to you, but your suggestions seem more fitting for a game of D&D minis combat than an RPG. I guess that you are happy with people who keep on burning until they roll a 10 or higher on their turn or on someone elses turn, but wouldn't allow them to jump into the pool of water to put out the fires? Or drop and roll (you know, the kind of thing that you would do in real life if you caught on fire)? Why wouldn't you want to inspire innovative thinking? It seems to me that there are two essential ways of taking it: a) anything not specifically prohibited may be attempted b) anything not specifically allowed cannot be attempted. Personally I've always preferred the former, both as DM and as player. Regards, [/QUOTE]
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