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<blockquote data-quote="Crazy Jerome" data-source="post: 5612631" data-attributes="member: 54877"><p>I mostly agree with this. I do think there is room for some support from actual rules to at least discourage habitual novas. But I think any such support that worked by itself would be a totally unnecessary imposition on everyone, never mind the people that didn't have the issue at all. </p><p> </p><p>So basically, I'm in favor of any such rules that are simple, don't take up much space in the books, don't take up much space in the players' minds, etc. and help out. The perfect is definitely not the enemy of the good here.</p><p> </p><p>There will always be a requirement from the DM to mitigate the rough edges on this issue, because <strong>time</strong> is not a quality that we typically want heavily regulated in an RPG. If time is out there for us to manage, then things that are time sensitive have different system support requirements than things that aren't.</p><p> </p><p>Actually, I think one could probably make a fairly nifty RPG where the players had feedback loops to handle time as a resource. But if you did, you'd need to leave some other resource to the DM, and it certainly wouldn't be D&D.</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5612631, member: 54877"] I mostly agree with this. I do think there is room for some support from actual rules to at least discourage habitual novas. But I think any such support that worked by itself would be a totally unnecessary imposition on everyone, never mind the people that didn't have the issue at all. So basically, I'm in favor of any such rules that are simple, don't take up much space in the books, don't take up much space in the players' minds, etc. and help out. The perfect is definitely not the enemy of the good here. There will always be a requirement from the DM to mitigate the rough edges on this issue, because [B]time[/B] is not a quality that we typically want heavily regulated in an RPG. If time is out there for us to manage, then things that are time sensitive have different system support requirements than things that aren't. Actually, I think one could probably make a fairly nifty RPG where the players had feedback loops to handle time as a resource. But if you did, you'd need to leave some other resource to the DM, and it certainly wouldn't be D&D. [/QUOTE]
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