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<blockquote data-quote="Tortoise" data-source="post: 5935482" data-attributes="member: 146"><p>What wrecks immersion is the idea that someone becomes Superman just because they are higher level. So if I try breaking a door today, why would that exact type of door be any easier for me in another year just because I slaughtered some goblins?</p><p></p><p>And what's wrong with the DM applying modifiers for various methods used? There is no rule saying various tools can't be used. Besides, if my players say we're breaking the door down by using an axe or crowbar or Nodwick's head, I tell them if it works right away or not and see if they decide to continue, then give them a time frame for completion. If they outright say we go till we're done, I tell them how long it takes. There is no reason to have something like that spelled out to the last detail in the rulebooks.</p><p></p><p>Sure the tools can add variables, but why waste book space when a couple examples to help guide DM's is all you need.</p></blockquote><p></p>
[QUOTE="Tortoise, post: 5935482, member: 146"] What wrecks immersion is the idea that someone becomes Superman just because they are higher level. So if I try breaking a door today, why would that exact type of door be any easier for me in another year just because I slaughtered some goblins? And what's wrong with the DM applying modifiers for various methods used? There is no rule saying various tools can't be used. Besides, if my players say we're breaking the door down by using an axe or crowbar or Nodwick's head, I tell them if it works right away or not and see if they decide to continue, then give them a time frame for completion. If they outright say we go till we're done, I tell them how long it takes. There is no reason to have something like that spelled out to the last detail in the rulebooks. Sure the tools can add variables, but why waste book space when a couple examples to help guide DM's is all you need. [/QUOTE]
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