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Embracing the D&Disms
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<blockquote data-quote="Mac Callum" data-source="post: 1682653" data-attributes="member: 17035"><p>Quote: Shallown</p><p>I see your point clearly. There isn't a rules reason to stop those circumstances. But the rules are a tool to me and not a perfect one. This is one of those things that it might be interesting to run a game where what you say is the absolute truth and everytone is a potential character. I beleive most games don't run this way.</p><p></p><p>Me: The rules are not perfect by a long-shot, that's why I've changed 'em in my game. Before I changed them though I gave a lot of thought as to what a "pure" D&D world would look like. I "embraced the D&D-isms", to use Quasqueton's phrase. Maybe I broke hong's rule to "Not think too hard about D&D", but I wanted to make a world for my players (friends and relatives all) which was internally consistent with its rules.</p><p></p><p>To me, the easiest way to make sure that a world was both fantastic & strange mysterious, but not to nerf the players was to allow everything at a cost (higher than the PHB requires), and to allow for break-down over time. Add in those two elements and everything else falls into place.</p></blockquote><p></p>
[QUOTE="Mac Callum, post: 1682653, member: 17035"] Quote: Shallown I see your point clearly. There isn't a rules reason to stop those circumstances. But the rules are a tool to me and not a perfect one. This is one of those things that it might be interesting to run a game where what you say is the absolute truth and everytone is a potential character. I beleive most games don't run this way. Me: The rules are not perfect by a long-shot, that's why I've changed 'em in my game. Before I changed them though I gave a lot of thought as to what a "pure" D&D world would look like. I "embraced the D&D-isms", to use Quasqueton's phrase. Maybe I broke hong's rule to "Not think too hard about D&D", but I wanted to make a world for my players (friends and relatives all) which was internally consistent with its rules. To me, the easiest way to make sure that a world was both fantastic & strange mysterious, but not to nerf the players was to allow everything at a cost (higher than the PHB requires), and to allow for break-down over time. Add in those two elements and everything else falls into place. [/QUOTE]
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