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Deal Breakers - Or woah, that is just too much
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<blockquote data-quote="Pickles III" data-source="post: 6809848" data-attributes="member: 6793942"><p>For me a lot of these points are quite specific and not deal breakers in themselves though an accumulation of them might be</p><p></p><p></p><p></p><p>Like these. While I have no issues with either of them (I DMed magic item shops well exchanges) I can't see why advantage on flanking would get you so exercised that you would not want to play the game?</p><p></p><p></p><p></p><p>This on the other hand is a very broad point & one made by several other people in slightly different ways. It is pretty much a deal breaker on its own. I want to play a game that involves partaking in a story telling exercise not being told someone else's story</p><p>I can't think of any one other thing that would stop me playing. </p><p></p><p></p><p></p><p>These are kind of outside the game & more relate to the general social situation but I would not want to play with people I did not get on with or in a smoky room etc. </p><p></p><p></p><p></p><p>I on the other hand am playing a game which involves some RP. In the spectrum of RP games I play D&D is at the mechanical & combat heavy extreme (because it is the most robust & fun or at least 4e was) so I don't care about this. </p><p></p><p>Raliroading is an aspect of DMs telling their story as covered above. It's not popular.</p><p></p><p>PVP has its place & that place is one shot <em>Paranoia </em>games</p><p></p><p></p><p></p><p>Common themes. I am not in theory averse to house rules though I pretty much never use them myself. (Though I think people who use them tend to forget they made the house rule so I expect I do too - things like summon natures ally summoning 1-2 creatures of your choice not 8 of the DM's)</p><p></p><p></p><p></p><p>Interesting. For me this is one of those incremental rules that I can live with is small quantities. </p><p></p><p>One friend described a DM we play with of being unable to let go of the rules even when it would lead to a better game. Mind you this same friend gets agitated by this same DM making narrative based rulings, ignoring the rules, when he feels it will enrich the game. </p><p></p><p>I like how 5e has empowered DMs to do this - I used to get caught up in RAW bizarreness in 3e. </p><p></p><p>The important part IMO is being careful with precedent. Sometimes you have to flag a special case so as not to set precedent but mostly you have to be consistent. hmm side track.</p></blockquote><p></p>
[QUOTE="Pickles III, post: 6809848, member: 6793942"] For me a lot of these points are quite specific and not deal breakers in themselves though an accumulation of them might be Like these. While I have no issues with either of them (I DMed magic item shops well exchanges) I can't see why advantage on flanking would get you so exercised that you would not want to play the game? This on the other hand is a very broad point & one made by several other people in slightly different ways. It is pretty much a deal breaker on its own. I want to play a game that involves partaking in a story telling exercise not being told someone else's story I can't think of any one other thing that would stop me playing. These are kind of outside the game & more relate to the general social situation but I would not want to play with people I did not get on with or in a smoky room etc. I on the other hand am playing a game which involves some RP. In the spectrum of RP games I play D&D is at the mechanical & combat heavy extreme (because it is the most robust & fun or at least 4e was) so I don't care about this. Raliroading is an aspect of DMs telling their story as covered above. It's not popular. PVP has its place & that place is one shot [I]Paranoia [/I]games Common themes. I am not in theory averse to house rules though I pretty much never use them myself. (Though I think people who use them tend to forget they made the house rule so I expect I do too - things like summon natures ally summoning 1-2 creatures of your choice not 8 of the DM's) Interesting. For me this is one of those incremental rules that I can live with is small quantities. One friend described a DM we play with of being unable to let go of the rules even when it would lead to a better game. Mind you this same friend gets agitated by this same DM making narrative based rulings, ignoring the rules, when he feels it will enrich the game. I like how 5e has empowered DMs to do this - I used to get caught up in RAW bizarreness in 3e. The important part IMO is being careful with precedent. Sometimes you have to flag a special case so as not to set precedent but mostly you have to be consistent. hmm side track. [/QUOTE]
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