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Does RAW have a place in 5e?
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<blockquote data-quote="pemerton" data-source="post: 6398033" data-attributes="member: 42582"><p>This sounds sensible to me.</p><p></p><p>Sometimes the "ruling" is as simple as "we just won't touch that for the moment": eg Turn Undead looks wonky but no one is playing a cleric or a necromancer, so we don't need to work it out because it won't come into play.</p><p></p><p>I've had players approach me about particular build elements they're thinking of taking to get feedback on whether I think they're broken or otherwise need reworking. In my 4e game we agreed that, of two possibly over-powered control feats, the fighter PC would take one (the feat that immobilises enemies on a hit with a basic attack) but not the other (I can't remember now what the other one was).</p><p></p><p>Sometimes a ruling is obvious and implications to the contrary are obviously just a case of bad drafting (eg I was clear in my game that Weapon Focus wouldn't boost sorcerer spells cast through a dagger well before WotC came out with official errata to the same effect).</p><p></p><p>Sometimes it's a matter of negotiation. In a Rolemaster campaign I had a player whose PC was built (in part) around flight, and it was obviously a very dominant effect in the game. I came up with an alternative set of rules for flight, more balanced with other movement-enhancment effects, and canvassed them with the player. He thought about it for a minute or two but was pretty adamant that the over-powered flight was key to his character. So I left it alone even though, in my perfect game, my alternative rules would have been my preference.</p><p></p><p>I don't think there are any mechanical algorithms here.</p><p></p><p>Definitely.</p><p></p><p>As you know, I really respect the Moldvay advice. (Which is not to say I disrespect Carr - I just don't know that advice outside your quoting of it, whereas Moldvay was where I started to learn how to GM.)</p><p></p><p>But I do think the advice itself can be different things to different people. Which isn't an objection to it - that's probably true of nearly all advice - but it does mean that two people can be running games in very different styles and yet both regard themselves as playing in the spirit of Moldvay.</p></blockquote><p></p>
[QUOTE="pemerton, post: 6398033, member: 42582"] This sounds sensible to me. Sometimes the "ruling" is as simple as "we just won't touch that for the moment": eg Turn Undead looks wonky but no one is playing a cleric or a necromancer, so we don't need to work it out because it won't come into play. I've had players approach me about particular build elements they're thinking of taking to get feedback on whether I think they're broken or otherwise need reworking. In my 4e game we agreed that, of two possibly over-powered control feats, the fighter PC would take one (the feat that immobilises enemies on a hit with a basic attack) but not the other (I can't remember now what the other one was). Sometimes a ruling is obvious and implications to the contrary are obviously just a case of bad drafting (eg I was clear in my game that Weapon Focus wouldn't boost sorcerer spells cast through a dagger well before WotC came out with official errata to the same effect). Sometimes it's a matter of negotiation. In a Rolemaster campaign I had a player whose PC was built (in part) around flight, and it was obviously a very dominant effect in the game. I came up with an alternative set of rules for flight, more balanced with other movement-enhancment effects, and canvassed them with the player. He thought about it for a minute or two but was pretty adamant that the over-powered flight was key to his character. So I left it alone even though, in my perfect game, my alternative rules would have been my preference. I don't think there are any mechanical algorithms here. Definitely. As you know, I really respect the Moldvay advice. (Which is not to say I disrespect Carr - I just don't know that advice outside your quoting of it, whereas Moldvay was where I started to learn how to GM.) But I do think the advice itself can be different things to different people. Which isn't an objection to it - that's probably true of nearly all advice - but it does mean that two people can be running games in very different styles and yet both regard themselves as playing in the spirit of Moldvay. [/QUOTE]
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