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<blockquote data-quote="Crazy Jerome" data-source="post: 5973336" data-attributes="member: 54877"><p>The problem with tools and techniques that discourage 15 MAD is that all of them are limited and imperfect, and most of them are somewhat specialized and inapplicable in certain situations or playstyles. </p><p> </p><p>My reaction to this state of affairs is that rather than give up, settle on a handful of tools or techniques that work for some people, or go full out on "education" on a few tools, or stick to playstyles where it doesn't matter, or pretend that 15 MAD is not an issue ... is more that we need as many tools and techniques as we can get along with clear instructions on when, how, and why to use them. That also includes when not to use them. </p><p> </p><p>So, for example, the answer is not, "Ban Vancian magic" or "Set up an environment where the casters are afraid to Nova" or any other single answer. The answer is the more nuanced: We are keeping Vancian magic, at least for some classes as an option. In some games, with certain expectations, such magic can have certain consequences. If you don't like those consequences, here are some ways to deal with them. If you don't like those ways, then maybe don't use such magic.</p><p> </p><p>Not least of all, individual changes their minds over time or even game to game how they want to play. Sometimes I've got the energy to juggle a living world consistently and believably, and sometimes I don't. When I do, I don't want the game burdening me with a bunch of hard-wired assumptions that assumes I need to deal with a more formulaic method, and when I don't have the energy, I want the game to have tools to help me. </p><p> </p><p>Of all the difficult, even impossible, tasks in reconciling various D&D factions, this is not one of them. It's not something that can be dismissed or solved in a single concept, but it is solvable. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5973336, member: 54877"] The problem with tools and techniques that discourage 15 MAD is that all of them are limited and imperfect, and most of them are somewhat specialized and inapplicable in certain situations or playstyles. My reaction to this state of affairs is that rather than give up, settle on a handful of tools or techniques that work for some people, or go full out on "education" on a few tools, or stick to playstyles where it doesn't matter, or pretend that 15 MAD is not an issue ... is more that we need as many tools and techniques as we can get along with clear instructions on when, how, and why to use them. That also includes when not to use them. So, for example, the answer is not, "Ban Vancian magic" or "Set up an environment where the casters are afraid to Nova" or any other single answer. The answer is the more nuanced: We are keeping Vancian magic, at least for some classes as an option. In some games, with certain expectations, such magic can have certain consequences. If you don't like those consequences, here are some ways to deal with them. If you don't like those ways, then maybe don't use such magic. Not least of all, individual changes their minds over time or even game to game how they want to play. Sometimes I've got the energy to juggle a living world consistently and believably, and sometimes I don't. When I do, I don't want the game burdening me with a bunch of hard-wired assumptions that assumes I need to deal with a more formulaic method, and when I don't have the energy, I want the game to have tools to help me. Of all the difficult, even impossible, tasks in reconciling various D&D factions, this is not one of them. It's not something that can be dismissed or solved in a single concept, but it is solvable. :D [/QUOTE]
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