D&D General Circle Magic Concerns In "Heroes Of Faerun"

When you start our by saying that all the examples have to be excluded without having specified that there were any limits before, it makes responding rather difficult. I am, of course, specifically talking about the very thing you seem to think is a tiny exclusion, not large sections of the text.
This is your limitation, from the very beginning.

"5e is never going to be a game where the rules just inherently work out of the box. That was, quite literally, one of the design intents, leaving a portion of the design for the GM to figure out."

We're talking about the rules not working. Which is why when you started down a path that doesn't sound like rules, but rather advice where DMs have multiple valid ways to go, I wanted to keep us on track.

You said D&D 5e it too loosey goosey, and the rules don't work out of the box. So valid criticisms need to come from those rules that you claim aren't working.

So I'm not particularly interested in continuing a conversation where the rules change in your favor halfway through.
As you can see, they haven't. I have stayed on the topic as you have defined it.

So please, don't run away. Either support your statements or gracefully concede you may be wrong. Let's talk about the rules, which are the things you critiqued as not working out of the box.
 

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Okay. I can only go by the rulebooks I read. The ones that repeatedly say things of the form "You can do X. Or you can not do X. You decide!"

Or the absolutely hilarious, legitimately "you can't make this stuff up" level of anti-advice, when the game literally tells you to figure out how much XP to give for noncombat encounter by...telling you to pretend that it is a combat encounter and thus use those rules. Without even spending a single sentence talking about, y'know, how you'd do that.

All of which just acknowledges what DMs have always done. Are they not supposed to say it out loud?
 

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