AnotherGuy
Hero
This is exactly one of the rules I made for D&D fantasy-heartbreaker.This is why non-proficiency as disadvantage is better.
This is exactly one of the rules I made for D&D fantasy-heartbreaker.This is why non-proficiency as disadvantage is better.
But both of those are still sticking to the design goals.I'm not sure it is fair to describe it as handcuffs.
Specialisation mechanics are commonly viewed as breaking BA.
Magical Items are commonly viewed as breaking BA.
I agree.But I don't think there's more we can say to one another that is productive.
Well, you're entitled to think it is dead wrong, but it isn't "wrong". There is no right or wrong, just opinions.Your characterization of the half-level bonus is simply dead wrong and I'm not convinced that discussing it further will lead to any positive outcome for anyone.
So, since you decided to respond to someone else concerning I a conversation involving me, I'll take the liberty to respond to this.Precisely. Further: Does you playing golf have any impact on your ability to survive from one day to the next? I should think that if it did, then even if you never reached PGA levels, you'd still get better than you were as an absolute novice who didn't know a 5-wood from a 5-iron.
Yep!This is exactly one of the rules I made for D&D fantasy-heartbreaker.
That's not a function of the rules. That's not a thing the rules DO. It is a consequence that follows after design is finished. Rules do not cause success; they are one of the factors which feeds into it. You cannot design success; you can merely make a design with the intent and hope that it succeeds.If the intended function is to sell units then obviously that function can't be playtested until after release, where the buying public's reaction will be both playtest and payoff simultaneously.
Again: it is not. It is not part of:I disgaree; and say that - if and when done - this consideration of such rules is in fact very much a part of design; though maybe not a part much desired by the designers.
But that intent-to-fail is not a design goal. It is prior to the design process: intentionally choosing unwise design goals, frittering away design time, intentionally using bad metrics or collecting bogus data, etc. It is philosophically entirely prior to the actual process of design. Certainly, someone with an intent to fail will willingly and intentionally choose to design badly, and this will likely mean that their design goals are bad (albeit perhaps superficially good; usually one must be careful to appear to do good design while actually doing bad design, if one's intent is to fail.)If something can be designed with intent to fail (which is, I think, incontrovertible) then it can be designed with intent to succeed.
Yes, it is. It provides an enormous incentive to actually get better. Which was the whole point why I referenced it.Survival isn't an issue.
It is genuinely ridiculous to argue that a person who repeatedly risks life and limb on such activities, whose career is actively driven by activities such as this, and whose deeply-held life goals are bound up in such activities, would have absolutely no growth whatsoever, full stop, nothing will ever more be said. That doesn't mean they'll get GOOD at it. They won't, unless they're actively trying to--and we represent that with things like feats, and training/proficiency, and multiclassing, etc. But passive learning IS a thing. To argue it isn't is simply a falsehood. That's not how the world works, and pedagogical science backs me up on this.
Already by tenth level the level bonus catches up with the training bonus. A tenth level character is as good at everything than a first level character at their trained skills. A 30th level character is as good at everything than a 20th level character at their trained skills. By standards of normalish people the high or even medium level characters are insanely skilled, overwhelmingly better at literally any skill than mundane people who have trained that skill. That is just bizarre to me.
Because it is an abstraction. Also, this ignores ability scores, which are almost as important as training--and also become more important than training around that point.But in 4e amount of that passive learning is utterly insane, and overwhelms the actual training threefold. Like I said:
Yeah, a bad one.Because it is an abstraction.
Nope. You can keep saying that all you like, that doesn't make it true.Yeah, a bad one.
I see "passive" learning only as increase of ability scores, that affects the whole field.But passive learning IS a thing. To argue it isn't is simply a falsehood. That's not how the world works, and pedagogical science backs me up on this.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.