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Favorite actual/wished for fantasy character that wouldn't work well with D&D rules
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<blockquote data-quote="Celebrim" data-source="post: 5150003" data-attributes="member: 4937"><p>Which again, proves my point. Since you seem to have failed to understand what it was, probably because you failed to actually read the post that you were responding to, my point is that there are concepts that are difficult to do in any game system even when you can mechanically provide a rule that allows it.</p><p></p><p>All the speedster, time stop, large numbers of bodies cases fail on the practical grounds that if a PC can take some arbitrarily large number of actions per turn, then the PC's turn takes an arbitrarily large amount of time to resolve while all the other PC's (or NPC's) wait an arbitrarily large amount of time for their turn. This is generally undesirable in a game, so as a result (as with the power of plot characters that the concepts are based on) they only work if the player arbitrarily limits his own power.</p><p></p><p>As I stated in my original post, the fact that they can be done is beside the point. Allowing them to be done immediately raises additional rules questions and problems.</p><p></p><p>The link you provided for 'official time travel' does more than hint at that:</p><p></p><p>"Special Note: The introduction of time travel into any campaign can be fraught with peril, so tread carefully. Players will wonder how much they can mess with the timeline, and you may run into instances of the grandfather paradox. Further, changes made very far back in time cannot really be worked out completely because of the chaotic aspect of events...."</p><p></p><p>This 'little' note at the end more or less confesses that though a mechanical rule allowing the action to be performed can be easily provided, no such simple mechanical rule allowing the DM to adjudicate the outcome of the action can be provided. </p><p></p><p>Likewise, the link you provided completely excludes time travel into the future for precisely the same reason that 'Divination' is so problimatic: no one at the table, not even the DM, necessarily ever has a clear idea what the future holds, and no one, not even the DM, has a strong method of ensuring any future outcome actually comes to pass. Again, your link proves my point much more strongly than it refutes it.</p><p></p><p></p><p></p><p>You wouldn't have to ask this question if you'd been reading me so far. You clearly weren't paying attention to me because if you were, you wouldn't have waited 20 or 30 posts and 4 or 5 days to respond to me and then only after the person I was talking to responded. If you don't read me, and pull a snarky response that makes it clear you weren't reading, don't be surprised if I'm less than overwhelmed by your rebuttle.</p><p></p><p></p><p></p><p>Perhaps when you can't understand what I mean, you would be better off applying the <a href="http://en.wikipedia.org/wiki/Principle_of_charity" target="_blank">Principle of charity - Wikipedia, the free encyclopedia</a> to my argument rather than assuming that since you don't know what I mean I must mean the most ludicrous thing you can think of. If you don't think it is reasonable that I would be seriously suggesting that D&D requires the means to generate jokes in order to role play your comedian, then take a breath and try to imagine what I might actually be suggesting. It might turn out that the reasonable thing I could be saying much more closely matches what I actually said than the ludicrous thing you invented.</p><p></p><p></p><p></p><p>Now I think you are beginning to inadvertantly understand.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 5150003, member: 4937"] Which again, proves my point. Since you seem to have failed to understand what it was, probably because you failed to actually read the post that you were responding to, my point is that there are concepts that are difficult to do in any game system even when you can mechanically provide a rule that allows it. All the speedster, time stop, large numbers of bodies cases fail on the practical grounds that if a PC can take some arbitrarily large number of actions per turn, then the PC's turn takes an arbitrarily large amount of time to resolve while all the other PC's (or NPC's) wait an arbitrarily large amount of time for their turn. This is generally undesirable in a game, so as a result (as with the power of plot characters that the concepts are based on) they only work if the player arbitrarily limits his own power. As I stated in my original post, the fact that they can be done is beside the point. Allowing them to be done immediately raises additional rules questions and problems. The link you provided for 'official time travel' does more than hint at that: "Special Note: The introduction of time travel into any campaign can be fraught with peril, so tread carefully. Players will wonder how much they can mess with the timeline, and you may run into instances of the grandfather paradox. Further, changes made very far back in time cannot really be worked out completely because of the chaotic aspect of events...." This 'little' note at the end more or less confesses that though a mechanical rule allowing the action to be performed can be easily provided, no such simple mechanical rule allowing the DM to adjudicate the outcome of the action can be provided. Likewise, the link you provided completely excludes time travel into the future for precisely the same reason that 'Divination' is so problimatic: no one at the table, not even the DM, necessarily ever has a clear idea what the future holds, and no one, not even the DM, has a strong method of ensuring any future outcome actually comes to pass. Again, your link proves my point much more strongly than it refutes it. You wouldn't have to ask this question if you'd been reading me so far. You clearly weren't paying attention to me because if you were, you wouldn't have waited 20 or 30 posts and 4 or 5 days to respond to me and then only after the person I was talking to responded. If you don't read me, and pull a snarky response that makes it clear you weren't reading, don't be surprised if I'm less than overwhelmed by your rebuttle. Perhaps when you can't understand what I mean, you would be better off applying the [url=http://en.wikipedia.org/wiki/Principle_of_charity]Principle of charity - Wikipedia, the free encyclopedia[/url] to my argument rather than assuming that since you don't know what I mean I must mean the most ludicrous thing you can think of. If you don't think it is reasonable that I would be seriously suggesting that D&D requires the means to generate jokes in order to role play your comedian, then take a breath and try to imagine what I might actually be suggesting. It might turn out that the reasonable thing I could be saying much more closely matches what I actually said than the ludicrous thing you invented. Now I think you are beginning to inadvertantly understand. [/QUOTE]
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