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Deal Breakers - Or woah, that is just too much
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<blockquote data-quote="Ruin Explorer" data-source="post: 6811572" data-attributes="member: 18"><p>Obviously your choices and likes are your own, but I note that here you are making some really extreme assumptions based on a single optional rule choice.</p><p></p><p>Based on the groups I've played with, there's almost no link between combat-oriented optional rules and how combat-oriented a group is. That might seem counter-intuitive, but my experience is that optional rules are often selected on the basis of the way the group or DM feels about a scenario, not with an eye to "does this make the game more tactical" or whatever.</p><p></p><p>Resting optional rules in 5E are a good example - most DMs I know, both those making them more generous/action-oriented and less generous/strategy-oriented, are doing so not because of the long-term mechanical effects, but because of the atmosphere the rules create, or simply because they like the rules that way.</p><p></p><p>Now, you might sneer at that or not, but I think that's more common than selecting rules on the basis of "I want a more tactical game" and so on.</p><p></p><p>Further the "there are probably going to be other areas that I also find invalidate my choices" doesn't follow at all. There's literally no reason to believe that that I am aware of it. It appears to be a baseless fear. Unless you can provide an example of something which would naturally flow from that of course - I could be convinced.</p><p></p><p>I'd also note that this optional rule simply does not "invalidate" your choices, rather, it <em>changes</em> what choices you <em>will</em> make. If the rule was introduced half-way through a campaign, and you had some character specialized in granting Advantage, it would absolutely "invalidate" your choices. But if you're joining a group with it in place, you don't have an existing character. So you're not going to select abilities which focus on granting Advantage, if you're finding the DM allows you to flank easily - instead you'll select ones which trigger on Advantage, quite likely.</p><p></p><p>It's akin to playing a Sorcerer in a setting full of fire-resistant monsters. Unless you already built the Sorcerer, and <em>then</em> the DM said "Oh, yeah, everything is fire resistant, sorry about all your fire spells and Feats lol!", you just wouldn't select fire spells (unless you had some sort of cunning plan!).</p><p></p><p></p><p></p><p>Indeed. I think it's pretty obvious that almost everyone will have more fun playing with friends and people they like with dubious rules than they will with strangers or annoying people and perfect rules. But I suspect most of the people with lengthy lists of dislikes either have a group that already caters to them perfectly so are talking entirely theoretically, or have to play with strangers they don't necessarily like due to circumstance.</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 6811572, member: 18"] Obviously your choices and likes are your own, but I note that here you are making some really extreme assumptions based on a single optional rule choice. Based on the groups I've played with, there's almost no link between combat-oriented optional rules and how combat-oriented a group is. That might seem counter-intuitive, but my experience is that optional rules are often selected on the basis of the way the group or DM feels about a scenario, not with an eye to "does this make the game more tactical" or whatever. Resting optional rules in 5E are a good example - most DMs I know, both those making them more generous/action-oriented and less generous/strategy-oriented, are doing so not because of the long-term mechanical effects, but because of the atmosphere the rules create, or simply because they like the rules that way. Now, you might sneer at that or not, but I think that's more common than selecting rules on the basis of "I want a more tactical game" and so on. Further the "there are probably going to be other areas that I also find invalidate my choices" doesn't follow at all. There's literally no reason to believe that that I am aware of it. It appears to be a baseless fear. Unless you can provide an example of something which would naturally flow from that of course - I could be convinced. I'd also note that this optional rule simply does not "invalidate" your choices, rather, it [I]changes[/I] what choices you [I]will[/I] make. If the rule was introduced half-way through a campaign, and you had some character specialized in granting Advantage, it would absolutely "invalidate" your choices. But if you're joining a group with it in place, you don't have an existing character. So you're not going to select abilities which focus on granting Advantage, if you're finding the DM allows you to flank easily - instead you'll select ones which trigger on Advantage, quite likely. It's akin to playing a Sorcerer in a setting full of fire-resistant monsters. Unless you already built the Sorcerer, and [I]then[/I] the DM said "Oh, yeah, everything is fire resistant, sorry about all your fire spells and Feats lol!", you just wouldn't select fire spells (unless you had some sort of cunning plan!). Indeed. I think it's pretty obvious that almost everyone will have more fun playing with friends and people they like with dubious rules than they will with strangers or annoying people and perfect rules. But I suspect most of the people with lengthy lists of dislikes either have a group that already caters to them perfectly so are talking entirely theoretically, or have to play with strangers they don't necessarily like due to circumstance. [/QUOTE]
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