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Does RAW have a place in 5e?
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<blockquote data-quote="pming" data-source="post: 6414027" data-attributes="member: 45197"><p>Hiya.</p><p></p><p></p><p></p><p> <em>Stealth </em>is DEX based...that'd be what is used to "move without being noticed". But anyway, the thing is that a rule can't be too specific. If it is, then ALL the rules have to be just as specific. Then you end up with combat rules that put <em>Phoenix Command</em> to shame. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /> With the cestus thing...if there were rules for it saying "All DEX based skills", you get into some pretty odd situations...like trying to sneak down that cobblestone street. Why would wearing cesti have any effect on how 'sneaky' you can be? The rule for cesti being "more specific" by listing DEX as a specific thing hinders (skill wise) the game from the perspective of maintaining the suspension of disbelief. So, specifically mentioning DEX would actually cause more problems than it solves. The rule would have to mention "DEX based skills where manual dexterity is key". However, that specifically infers that manual dexterity is hindered...leading once again back to the whole "drink a potion", "draw a map", "climb a rope" problem as there are no skills for doing those things...yet trying to do them while wearing cesti should incur some sort of penalty, yet they don't as per the rules. ...and we're back to square one where the DM is making something up to fit the situation. IMHO, it's best for the rule to be simple and (possibly) vague, leaving the mechanical specifics up to the DM.</p><p></p><p></p><p></p><p></p><p> Ok, I took a look at Fate Accelerated. How do you figure this game is "more clear" with regards to mechanical rules? Is it because there are, like, 4 things you can do in the game? (Create and Advantage, Overcome, Attack, Defend). Each of those has a specific description of the four 'success levels' (Fail/Tie/Succeed/Succeed with Style). That said, there doesn't seem to be any mechanical rules for figuring out any specifics. For example, how would a thief sneak up on a guard and try and club them in the back of the head with a blackjack to knock them out quietly? All I can figure out from just the rules is the thief would use his Sneaky aspect to approach the guard (does the guard get a chance to notice the thief, or is this all taken care of in the theifs roll?...but against what "target number"?...?). Lets say he sneaks up on the guard unnoticed..does the thief just automatically do it? Or does he roll an attack? Does the guard get a chance to defend (probably not)? What bonuses does the thief have for attacking from behind, unnoticed? My flipping through the FA PDF didn't yeild any rules for handling any of this past the "Yeah, just decide how hard it is and roll some dice then make up the outcome based on that roll". All fine and dandy, but hardly "rules mechanic clear", IMHO. Can you educate me on this whole "FA has clear rule mechanics", because my brain just can't see it.</p><p></p><p>^_^</p><p></p><p>Paul L. Ming</p></blockquote><p></p>
[QUOTE="pming, post: 6414027, member: 45197"] Hiya. [I]Stealth [/I]is DEX based...that'd be what is used to "move without being noticed". But anyway, the thing is that a rule can't be too specific. If it is, then ALL the rules have to be just as specific. Then you end up with combat rules that put [I]Phoenix Command[/I] to shame. ;) With the cestus thing...if there were rules for it saying "All DEX based skills", you get into some pretty odd situations...like trying to sneak down that cobblestone street. Why would wearing cesti have any effect on how 'sneaky' you can be? The rule for cesti being "more specific" by listing DEX as a specific thing hinders (skill wise) the game from the perspective of maintaining the suspension of disbelief. So, specifically mentioning DEX would actually cause more problems than it solves. The rule would have to mention "DEX based skills where manual dexterity is key". However, that specifically infers that manual dexterity is hindered...leading once again back to the whole "drink a potion", "draw a map", "climb a rope" problem as there are no skills for doing those things...yet trying to do them while wearing cesti should incur some sort of penalty, yet they don't as per the rules. ...and we're back to square one where the DM is making something up to fit the situation. IMHO, it's best for the rule to be simple and (possibly) vague, leaving the mechanical specifics up to the DM. Ok, I took a look at Fate Accelerated. How do you figure this game is "more clear" with regards to mechanical rules? Is it because there are, like, 4 things you can do in the game? (Create and Advantage, Overcome, Attack, Defend). Each of those has a specific description of the four 'success levels' (Fail/Tie/Succeed/Succeed with Style). That said, there doesn't seem to be any mechanical rules for figuring out any specifics. For example, how would a thief sneak up on a guard and try and club them in the back of the head with a blackjack to knock them out quietly? All I can figure out from just the rules is the thief would use his Sneaky aspect to approach the guard (does the guard get a chance to notice the thief, or is this all taken care of in the theifs roll?...but against what "target number"?...?). Lets say he sneaks up on the guard unnoticed..does the thief just automatically do it? Or does he roll an attack? Does the guard get a chance to defend (probably not)? What bonuses does the thief have for attacking from behind, unnoticed? My flipping through the FA PDF didn't yeild any rules for handling any of this past the "Yeah, just decide how hard it is and roll some dice then make up the outcome based on that roll". All fine and dandy, but hardly "rules mechanic clear", IMHO. Can you educate me on this whole "FA has clear rule mechanics", because my brain just can't see it. ^_^ Paul L. Ming [/QUOTE]
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