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David Noonan on D&D Complexity
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<blockquote data-quote="Justin Bacon" data-source="post: 3123023" data-attributes="member: 3795"><p>Yeah. Although I, personally, don't like any ability which has a duration of "an encounter". (I don't think you're actually proposing that upon re-reading what your wrote, but I thought I'd comment on it.) That includes the barbarian's rage-induced fatigue, which should be changed.</p><p></p><p></p><p></p><p>I think having the difference of degree distinctions (frightened/panicked, fatigued/exhausted, dazzled/blinded) is useful. Shaken and sickened may be mechanically similar in their effect, but I can see a mechanical usefulness in having a flag which says "this guy is sick". But combining sickened and nauseated into a single effect is probably a no-brainer. Cowering should just be rolled into stun and be done with it.</p><p></p><p>Plus, there's lots of stuff in the conditiosn section that don't need to be there: All the wind-related effects. Grappling, pinned, prone. Probably disabled an dying. If <em>confused</em> is going to be on that page, its effect shouldn't be defined in a way which only makes it apply if you've cast the spell -- if that's the case, then the whole description can be left under the spell description and left off this page entirely.</p><p></p><p>Removing all of those would make that section a lot easier to reference.</p><p></p><p></p><p></p><p>And then they start making up new bonus types in the supplements so that you can stack even more stuff on top. Either it all needs to stack (easy to stack) or the number of types of bonuses should be kept small.</p><p></p><p></p><p></p><p>I like have different options in combat. That gives tactical crunch to the game. But those maneuvers need to be based on mechanically consistent and intuitive principles: If a rule makes sense (like Charge), its easy to remember. If it's just a bunch of arbitrary numbers (hit chances in bull rush), then it's difficult to remember and will end up being looked up every time it's used (which means it probably won't be used as often as it should/could).</p></blockquote><p></p>
[QUOTE="Justin Bacon, post: 3123023, member: 3795"] Yeah. Although I, personally, don't like any ability which has a duration of "an encounter". (I don't think you're actually proposing that upon re-reading what your wrote, but I thought I'd comment on it.) That includes the barbarian's rage-induced fatigue, which should be changed. I think having the difference of degree distinctions (frightened/panicked, fatigued/exhausted, dazzled/blinded) is useful. Shaken and sickened may be mechanically similar in their effect, but I can see a mechanical usefulness in having a flag which says "this guy is sick". But combining sickened and nauseated into a single effect is probably a no-brainer. Cowering should just be rolled into stun and be done with it. Plus, there's lots of stuff in the conditiosn section that don't need to be there: All the wind-related effects. Grappling, pinned, prone. Probably disabled an dying. If [i]confused[/i] is going to be on that page, its effect shouldn't be defined in a way which only makes it apply if you've cast the spell -- if that's the case, then the whole description can be left under the spell description and left off this page entirely. Removing all of those would make that section a lot easier to reference. And then they start making up new bonus types in the supplements so that you can stack even more stuff on top. Either it all needs to stack (easy to stack) or the number of types of bonuses should be kept small. I like have different options in combat. That gives tactical crunch to the game. But those maneuvers need to be based on mechanically consistent and intuitive principles: If a rule makes sense (like Charge), its easy to remember. If it's just a bunch of arbitrary numbers (hit chances in bull rush), then it's difficult to remember and will end up being looked up every time it's used (which means it probably won't be used as often as it should/could). [/QUOTE]
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