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Falling from Great Heights
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<blockquote data-quote="El Mahdi" data-source="post: 5869611" data-attributes="member: 59506"><p>No, I don't find Angels too farfetched. However, I do find having Players adjudicating what happened to their characters to be too farfetched. In my games that's the purview of the DM and only the DM.</p><p> </p><p></p><p> </p><p>Ummm...I have no earthly idea what you're talking about here.</p><p> </p><p>Evading the ground...? is it common for the ground to chase you or your players...? Do you use Move Silently for this...? Or are your D&D characters commonly attempting low-alttitude, nap-of-the-earth, high-speed aerial maneuvering...? </p><p> </p><p>And what in the world are helicopter swords...?</p><p> </p><p><img src="http://www.enworld.org/forum/images/smilies/erm.png" class="smilie" loading="lazy" alt=":erm:" title="Erm :erm:" data-shortname=":erm:" /> </p><p> </p><p></p><p> </p><p>The heroes didn't prepare at all. The rules of the game provided them partial immunity from this threat.</p><p> </p><p>Big difference.</p><p> </p><p>If you like that style of game, that's cool. I don't have a problem with that.</p><p> </p><p>But just as Monte and Company have said about their base design conceits: that it's easier to <em>add</em> mechanics than remove ones you don't want...having a gonzo, super-hero default hardcoded into the base rules contradicts that.</p><p> </p><p>Having believable rules hardcoded in the base game, and then provide ways for groups to ignore or alter them for more super-heroic type games, is better than the opposite (and Monte and Company agree).</p><p> </p><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60e.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":cool:" title="Cool :cool:" data-smilie="6"data-shortname=":cool:" /></p></blockquote><p></p>
[QUOTE="El Mahdi, post: 5869611, member: 59506"] No, I don't find Angels too farfetched. However, I do find having Players adjudicating what happened to their characters to be too farfetched. In my games that's the purview of the DM and only the DM. Ummm...I have no earthly idea what you're talking about here. Evading the ground...? is it common for the ground to chase you or your players...? Do you use Move Silently for this...? Or are your D&D characters commonly attempting low-alttitude, nap-of-the-earth, high-speed aerial maneuvering...? And what in the world are helicopter swords...? :erm: The heroes didn't prepare at all. The rules of the game provided them partial immunity from this threat. Big difference. If you like that style of game, that's cool. I don't have a problem with that. But just as Monte and Company have said about their base design conceits: that it's easier to [I]add[/I] mechanics than remove ones you don't want...having a gonzo, super-hero default hardcoded into the base rules contradicts that. Having believable rules hardcoded in the base game, and then provide ways for groups to ignore or alter them for more super-heroic type games, is better than the opposite (and Monte and Company agree). :cool: [/QUOTE]
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