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Dissociating what I (we?) like from the mechanics
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<blockquote data-quote="bert1001 fka bert1000" data-source="post: 8625454" data-attributes="member: 7029588"><p>It seems to have negative conotations for some, but I might call this <strong>Mechanics first approach</strong>. </p><p></p><p>It does have to do with clarity as you say. The mechanics are clear but they are also primary.</p><p></p><p>If it says Prone you are going to get the mechanics of Prone. If the fiction of Prone doesn't make sense then the fiction or perception gets altered not the mechanic. So slimes split and take a moment to reform or whatever. I never had a problem with this 99.9% of the time and the .1% we just looked the other way like you have to do in all D&D games once in a while.</p><p></p><p>And there are a lot of benefits of this mechanical clarify and primacy. It cetainly makes re-fluffing very, very easy.</p></blockquote><p></p>
[QUOTE="bert1001 fka bert1000, post: 8625454, member: 7029588"] It seems to have negative conotations for some, but I might call this [B]Mechanics first approach[/B]. It does have to do with clarity as you say. The mechanics are clear but they are also primary. If it says Prone you are going to get the mechanics of Prone. If the fiction of Prone doesn't make sense then the fiction or perception gets altered not the mechanic. So slimes split and take a moment to reform or whatever. I never had a problem with this 99.9% of the time and the .1% we just looked the other way like you have to do in all D&D games once in a while. And there are a lot of benefits of this mechanical clarify and primacy. It cetainly makes re-fluffing very, very easy. [/QUOTE]
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