Which is what I'm questioning. I really don't see this as legitimate.
"There's yer problem!" /plumber
If someone told you that tennis was a terrible sport and no fun, and you found out that they were holding the racket upside down, would you consider their criticisms legitimate? Which is how I see this.
Well, if it was my job to design the game of tennis, hell yes, absolutely, this is a failure of design. A well-designed game should teach you how to play it as you play it, and if someone does it wrong, it's a failure of that pedagogy.
'course, it's functionally apples and oranges since tennis is not a consciously designed game. And playing D&D with keyholes isn't against the rules. So it's really not accurate at all to view it this way. It's not a good analogy.
The DM added a factor - keyholes go all the way through doors - then complained about how this interacts with the rules. The DM is obviously ignoring a number of mechanical limitations such as LOS and then complaining about world building issues.
A little worldbuilding quirk like keyholes can actually break your game? Your game is too fragile. You seem to think that's the case in 4e, but I disagree -- I don't think that's the case in 4e in general (though it may be the case for unlimited teleportation in 4e for some folks). I think 4e's more flexible than that.
If someone is using the rules incorrectly, isn't it reasonable to conclude that their issues aren't legitimate?
Nope. Part of the role of the rules is to be clear how to use them. There's nothing in any book that says "doors in D&D do not have keyholes."
Should we accept that issues created because of a misunderstanding and misapplication of the rules as reasonable issues?
If that's what the true issue is, yes.
Of course, that's not the true issue here. Playing D&D with keyholes isn't doing it wrong.
The true issue seems to be that you can't seem to accept that people can have different experiences -- that to you, there is One True Way to Play (without keyholes) and any who do it otherwise are doing it wrong and have no right to complain.
But that's not really your position, right? I mean, it sounds silly, to insist that someone's experience is illigitmate because they have
keyholes? Wouldn't it be much more in line with how people actually play the game to understand that people have different experiences and that what works for one table doesn't work for others and that some games don't have blink elves and that's OK? Isn't that a lot more reasonable than insisting that D&D games with keyholes are somehow taboo and that everyone must accept eladrin teleport as not a big deal or be banished from the game?
AbdulAlhazred said:
Oh come now, I tire of this rhetorical silliness, bunkum! Find me the rule that says all eladrin teleport. Nope? OK, then I have made my point, end of argument.
End of argument? Silliness? Bunkum? Man, you gotta chill out, we are literally talking about magical elves in a game of make-believe, this isn't anything like an argument. Arguments are what you have with your family at the holidays. And "bunkum" is what you shout at them if you're a snake-oil salesman from 1884.
If you can't find a rule that says that all eladrin don't teleport, then someone's reading of that racial ability as true in all cases of the race is just as valid as someone reading that racial ability as only true in specific cases. It's not wrong to play a game where only certain eladrin teleport, butit's not wrong to do it some other way, either. The point is, experiences are different.
There seems to be a
COLOSSAL amount of energy here spent trying to argue that someone who has a different experience is just having BadWrongFun, and that they must accept blink elves as not having a major world effect or be Doing D&D Wrong, So Say The Fun Police, So Say We All, as if it's some sort of grand attack on some core principle of the game to say that you don't like how eladrin teleportation affects the world you make. I don't know when or how or why the bamf became such a totemic rallying point of sacred gameplay that Thou Must Be OK With. I don't know what makes it worth all this line-in-the-sand "you're with blink elves or against all of 4e!" sound and fury. I don't know when keyholes became a point of system failure. This doesn't seem like the game I've been playing for the last 6 years, the game I think of as the most flexible and solid of any version of D&D. That's not a game that relies on eladrin teleportation being OK to function. That's not a game that MUST be played with them in it.
If it's causing you some stress, you might want to try on the counterpoint for size: that it's OK for someone to not like eladrin teleportation. That it's really not a big deal. That they get to not like eladrin teleportation if that's what makes them happier in their games. That you don't have to tell them that they have to like it. That people can play this game in different ways and still have fun.
I mean, what's at stake? What harm would taking that position do to you? If you put away the Fun Police badge and become OK with people playing the game in different ways, what do you lose?
pemerton said:
Ah, just 'cuz it doesn't matter how hard you scream at auntie mildred, she's not going to come back to life. But in the specific, it doesn't matter -- it's in genre, and it's fine for some tables, and that's really the point: what's "realistic" depends on the group. We don't get to tell someone that they have to accept that eladrin teleportation can't a big deal any more than someone gets to tell someone that HP-as-morale can't a big deal or any more than someone gets to tell someone that the existence of wizards and dragons can't a big deal. Folks do their own thing with this game, and that's cool.