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General Tabletop Discussion
*Dungeons & Dragons
Fighters vs. Spellcasters (a case for fighters.)
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<blockquote data-quote="N'raac" data-source="post: 6199876" data-attributes="member: 6681948"><p>Here we go again…</p><p> </p><p>Plane shift – you are within 5 – 500 miles of your destination. Greater Teleport – “In addition, you need not have seen the destination, but in that case you must have at least a reliable description of the place to which you are teleporting. If you attempt to teleport with insufficient information (or with misleading information), you disappear and simply reappear in your original location.”</p><p> </p><p>How will you obtain the reliable description of the random arrival point of your friend (and how precise is your arrival point from the Astral Plane)?</p><p> </p><p>And, again, my simple ruling – when the Astral Projecting character returns back to his body, the manifested body and all related gear vanishes. There can be only one set of gear in play at any given time. Done.</p><p></p><p></p><p> </p><p>This is where rulings are required. I don’t think we can get rulings for every possible interaction into the actual rules in a physically possible size, and each new publication geometrically increases the number of interactions requiring ruling.</p><p></p><p></p><p> </p><p>I don’t see how else we could get 100 pages into the thread!</p><p></p><p></p><p> </p><p>YUP!</p><p></p><p></p><p>I have seen a few comments on other games that actually state flat out that it would be difficult or impossible to fully simulate the genre without some elements that are at least potentially unbalance/broken. This is a common comment for Supers games.</p><p> </p><p>Some games* explicitly acknowledge that the flexibility of their game system comes at the price that broken, or potentially broken, combinations exist, and perhaps even abound. Those games generally place the final call on the GM, but note that all of the players have a responsibility to the game, not to find broken combos and wreck the game. True “systems mastery” is bringing the vision of the character to life in an interesting and enjoyable way, not breaking the game so it is no fun for most or all of the participants.</p><p> </p><p>Perhaps D&D needs a similar intro paragraph to clarify that the object of the game is not to create overpowered concepts through tortuous character builds.</p><p> </p><p>Hero System and Mutants & Masterminds are two I’m familiar with, both of which try to highlight the abilities more likely to create problems in at least some games.</p></blockquote><p></p>
[QUOTE="N'raac, post: 6199876, member: 6681948"] Here we go again… Plane shift – you are within 5 – 500 miles of your destination. Greater Teleport – “In addition, you need not have seen the destination, but in that case you must have at least a reliable description of the place to which you are teleporting. If you attempt to teleport with insufficient information (or with misleading information), you disappear and simply reappear in your original location.” How will you obtain the reliable description of the random arrival point of your friend (and how precise is your arrival point from the Astral Plane)? And, again, my simple ruling – when the Astral Projecting character returns back to his body, the manifested body and all related gear vanishes. There can be only one set of gear in play at any given time. Done. This is where rulings are required. I don’t think we can get rulings for every possible interaction into the actual rules in a physically possible size, and each new publication geometrically increases the number of interactions requiring ruling. I don’t see how else we could get 100 pages into the thread! YUP! I have seen a few comments on other games that actually state flat out that it would be difficult or impossible to fully simulate the genre without some elements that are at least potentially unbalance/broken. This is a common comment for Supers games. Some games* explicitly acknowledge that the flexibility of their game system comes at the price that broken, or potentially broken, combinations exist, and perhaps even abound. Those games generally place the final call on the GM, but note that all of the players have a responsibility to the game, not to find broken combos and wreck the game. True “systems mastery” is bringing the vision of the character to life in an interesting and enjoyable way, not breaking the game so it is no fun for most or all of the participants. Perhaps D&D needs a similar intro paragraph to clarify that the object of the game is not to create overpowered concepts through tortuous character builds. Hero System and Mutants & Masterminds are two I’m familiar with, both of which try to highlight the abilities more likely to create problems in at least some games. [/QUOTE]
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