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Empowered Evocation plus Magic Missile?
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<blockquote data-quote="Kithas" data-source="post: 6780806" data-attributes="member: 97587"><p>I'm sure there would still be plenty of rules questions and people not understanding, general user error is always going to be present and I am as guilty of it as anyone else. My problem is when I explain how a rule works and someone asks why it works the way I say it does I have no real room to stand on.</p><p></p><p>Take Magic the gathering for example, yes the rules get archaic and confusing sometimes but you can <strong>always</strong> explain neatly and clearly what something does based on the way it is said in the rules text. "Destroy target Permanent." always means the same thing. With the current phb I have about a 90% shot on things that even I think are clear as day :/</p><p></p><p>As to precise rules ruining roleplay/story. That is completely unrelated, you can have rules text and then flavor text, or vice-versa. Many of the feats/spells already follow this pattern but the rest of the book does not. Mixing rules text and flavor text rarely works well.</p><p></p><p>Honestly in a game so rich in story telling do we really need the flavor baked in? Would a rules-only phb have hurt the game at all? I think not. Take the game Dominion for example, there are plenty of flavorful cards that have 0 flavor text, all you get is the name, a picture and the rules text, but they feel like what they are supposed to be.</p><p> <em>That</em> should be the goal, clear mechanics that translate into flavor. Not watered down mechanics that we slap flavor on to make it feel better.</p></blockquote><p></p>
[QUOTE="Kithas, post: 6780806, member: 97587"] I'm sure there would still be plenty of rules questions and people not understanding, general user error is always going to be present and I am as guilty of it as anyone else. My problem is when I explain how a rule works and someone asks why it works the way I say it does I have no real room to stand on. Take Magic the gathering for example, yes the rules get archaic and confusing sometimes but you can [B]always[/B] explain neatly and clearly what something does based on the way it is said in the rules text. "Destroy target Permanent." always means the same thing. With the current phb I have about a 90% shot on things that even I think are clear as day :/ As to precise rules ruining roleplay/story. That is completely unrelated, you can have rules text and then flavor text, or vice-versa. Many of the feats/spells already follow this pattern but the rest of the book does not. Mixing rules text and flavor text rarely works well. Honestly in a game so rich in story telling do we really need the flavor baked in? Would a rules-only phb have hurt the game at all? I think not. Take the game Dominion for example, there are plenty of flavorful cards that have 0 flavor text, all you get is the name, a picture and the rules text, but they feel like what they are supposed to be. [I]That[/I] should be the goal, clear mechanics that translate into flavor. Not watered down mechanics that we slap flavor on to make it feel better. [/QUOTE]
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