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D&D Lingua Franca, or 5e really, REALLY needs to create it's own new "space"
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<blockquote data-quote="Mengu" data-source="post: 5863778" data-attributes="member: 65726"><p>Didn't say it was a good rule. Just said my friends would be perfectly happy with it. The rule in this case, is for a Barbarian's Rampage. If the barbarian's player reads on the internet that he can make an extra attack when he crits, and has never actually looked at the rule book. It might turn out that he plays it correctly every time for an entire campaign. He makes very natural assumptions that since he is a barbarian, this rule applies to hit with melee attacks, and the assumption that he is going to make a melee basic attack when he crits (and not a ranged basic attack, or a howling strike attack). He very naturally forgets about this ability when he crits with his dragonborn breath, or the occasional thrown javelin, and naturally is puzzled on the times he gets a double crit on his turn, asking the DM if he can use it twice.</p><p></p><p>I dislike imprecise rules as much as the next rules guru, but it does make life much simpler for the average non-guru, when rules are based on some simple theories, rather than precise wording. And even if you play it in an unintended way, it's not going to be the end of the world because crits don't come up on cue. So the risk/reward of simplicity can be evaluated.</p><p></p><p>Do I want precise rules like 4e? Yes, I do, every time. It is very difficult for me to make the counter argument. Is that what's best for D&D? I'm beginning to think, perhaps not. Perhaps a lot of minor details could be left to the interpretation of the DM and players. Does the spell "Fireball" really need the Fire keyword? Or is that something that can be assumed? Does it catch hay bails on fire? Does it melt ice or boil water? Can it blow a door off its hinges? Maybe it's best to have a rules system that allows these questions to be answered by the DM, rather than setting the expectation that the system will answer all your questions, like 4e did.</p></blockquote><p></p>
[QUOTE="Mengu, post: 5863778, member: 65726"] Didn't say it was a good rule. Just said my friends would be perfectly happy with it. The rule in this case, is for a Barbarian's Rampage. If the barbarian's player reads on the internet that he can make an extra attack when he crits, and has never actually looked at the rule book. It might turn out that he plays it correctly every time for an entire campaign. He makes very natural assumptions that since he is a barbarian, this rule applies to hit with melee attacks, and the assumption that he is going to make a melee basic attack when he crits (and not a ranged basic attack, or a howling strike attack). He very naturally forgets about this ability when he crits with his dragonborn breath, or the occasional thrown javelin, and naturally is puzzled on the times he gets a double crit on his turn, asking the DM if he can use it twice. I dislike imprecise rules as much as the next rules guru, but it does make life much simpler for the average non-guru, when rules are based on some simple theories, rather than precise wording. And even if you play it in an unintended way, it's not going to be the end of the world because crits don't come up on cue. So the risk/reward of simplicity can be evaluated. Do I want precise rules like 4e? Yes, I do, every time. It is very difficult for me to make the counter argument. Is that what's best for D&D? I'm beginning to think, perhaps not. Perhaps a lot of minor details could be left to the interpretation of the DM and players. Does the spell "Fireball" really need the Fire keyword? Or is that something that can be assumed? Does it catch hay bails on fire? Does it melt ice or boil water? Can it blow a door off its hinges? Maybe it's best to have a rules system that allows these questions to be answered by the DM, rather than setting the expectation that the system will answer all your questions, like 4e did. [/QUOTE]
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D&D Lingua Franca, or 5e really, REALLY needs to create it's own new "space"
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