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<blockquote data-quote="MoogleEmpMog" data-source="post: 3092471" data-attributes="member: 22882"><p>Yes.</p><p></p><p>Those mechanics can be as simple as defining your 10 dice of narrative awesome as "my concept" - but that doesn't work in D&D.</p><p></p><p>If you have a crunchy system that represents characters with specific mechanical abilities, you need specific mechanics to represent those abilities - or else the character doesn't have them. Simple as that. You can play the role AS THOUGH the character had the abilities in question - but he doesn't. Without the mechanics, if those abilities would let him Do Something Cool... he won't do the Cool Thing. Without the mechanics, if those abilities would save the party from otherwise certain doom... the party won't get saved.</p><p></p><p>You can play a barbarian who BELIEVES the wind tells him which way to go, as a superstition - but in-game, the wind isn't going to answer his question unless he has the ability to listen to the wind. Playing a character with false superstitions can be fun; so can playing a character with real mystical abilities. The two are MECHANICALLY different.</p><p></p><p>Why would you possibly play a game that defines precise mechanical abilities (down to the level of making 'Sneak Attack,' 'Power Attack' and 'Dodge' feats or class features) if you don't want defined abilities? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f615.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":confused:" title="Confused :confused:" data-smilie="5"data-shortname=":confused:" /></p></blockquote><p></p>
[QUOTE="MoogleEmpMog, post: 3092471, member: 22882"] Yes. Those mechanics can be as simple as defining your 10 dice of narrative awesome as "my concept" - but that doesn't work in D&D. If you have a crunchy system that represents characters with specific mechanical abilities, you need specific mechanics to represent those abilities - or else the character doesn't have them. Simple as that. You can play the role AS THOUGH the character had the abilities in question - but he doesn't. Without the mechanics, if those abilities would let him Do Something Cool... he won't do the Cool Thing. Without the mechanics, if those abilities would save the party from otherwise certain doom... the party won't get saved. You can play a barbarian who BELIEVES the wind tells him which way to go, as a superstition - but in-game, the wind isn't going to answer his question unless he has the ability to listen to the wind. Playing a character with false superstitions can be fun; so can playing a character with real mystical abilities. The two are MECHANICALLY different. Why would you possibly play a game that defines precise mechanical abilities (down to the level of making 'Sneak Attack,' 'Power Attack' and 'Dodge' feats or class features) if you don't want defined abilities? :confused: [/QUOTE]
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