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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Forked Thread: 4e And 4th Wall, was multiclassing - is Arcane Initiate too powerful?
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<blockquote data-quote="Storminator" data-source="post: 4441440" data-attributes="member: 305"><p>I figure there can't really be rules for everything. Those things that aren't really important, but have to be addressed, get quick crude rules. Since most adventuring parties are more interested in fighting monsters instead of chatting with merchants, fighting gets all the rules and chatting gets the shaft. But if you were really, really interested in the intricacies of selling scrolls, you could build a campaign around that. In that case, those quick and crude rules would be wholly inadequate, as you'd expect.</p><p></p><p>I've found that adding greater complexity and realism to the buying and selling of items means I can't have my players do it offline. It must be done at the table then, and it's a bigger pain.</p><p></p><p>PS</p></blockquote><p></p>
[QUOTE="Storminator, post: 4441440, member: 305"] I figure there can't really be rules for everything. Those things that aren't really important, but have to be addressed, get quick crude rules. Since most adventuring parties are more interested in fighting monsters instead of chatting with merchants, fighting gets all the rules and chatting gets the shaft. But if you were really, really interested in the intricacies of selling scrolls, you could build a campaign around that. In that case, those quick and crude rules would be wholly inadequate, as you'd expect. I've found that adding greater complexity and realism to the buying and selling of items means I can't have my players do it offline. It must be done at the table then, and it's a bigger pain. PS [/QUOTE]
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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Forked Thread: 4e And 4th Wall, was multiclassing - is Arcane Initiate too powerful?
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