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<blockquote data-quote="TildenThorne" data-source="post: 6763388" data-attributes="member: 6781228"><p>The full text "The spirits have favoured you - even if you are Christian and do not believe in them. You can see them and they can see you. You cannot command them, but you can communicate with them. Whether they lie or not depends on whether you make a successful Superstition roll... is this power something you should keep secret or share?"</p><p></p><p>My problem is not the intent of the rule, nor how it may be viewed from different points of view. It stems from a clarity of language so as avoid understandable confusion. This is actually not a problem isolated to me... It gave rise to the acronyms of RAW and RAI. I am simply asking game designers to be simple and clear in their language. Again, do not simply focus on the particular example... You will miss the point. Focus on the issue I described as it relates to said issue.</p><p></p><p>The above example from the unnamed game could be easily fixed with a line similar to what I wrote in my OP... "This ability is largely absorbed into the training of a druid or laece and the player is free to re-roll if they are playing such a character."</p><p></p><p>Again, any potential confusion is eliminated in a single line. A huge amount of 5e even seemed to focus on clean, clear language that leaves little room for interpretation. When a rule was found to cause confusion, they seemed to move quickly to publicly fix the confusion... Eventually even (often) making changes in new hard copies.</p><p></p><p>I am not making an issue of any particular rule here... That is something that always is forgotten once an example is offered. I am speaking of HOW one words a bit of fluff of rules... It is important, especially to beginning gamers. When rules seem misleading, they get bothered. 10 gamers play in my group... almost evenly split between VERY casual and VERY hardcore. 4 hardcore players asked me about this option and 3 casual ones did (they are a sharp bunch... many of who wanted to be animists).</p><p></p><p>Has that made my request anymore clear?</p><p></p><p>P.S. Even in your response you attached "Trance" (which is a skill in the game) when no reference is offered to the skill in the language I posted. You can have the background event without the skill and nothing in the event says it takes any time... In fact THAT is exactly were the language gets REALLY murky... But keep in mind... I am only talking about the "language" of any given rule... Not the validity NOR intent of ANY particular rule.</p></blockquote><p></p>
[QUOTE="TildenThorne, post: 6763388, member: 6781228"] The full text "The spirits have favoured you - even if you are Christian and do not believe in them. You can see them and they can see you. You cannot command them, but you can communicate with them. Whether they lie or not depends on whether you make a successful Superstition roll... is this power something you should keep secret or share?" My problem is not the intent of the rule, nor how it may be viewed from different points of view. It stems from a clarity of language so as avoid understandable confusion. This is actually not a problem isolated to me... It gave rise to the acronyms of RAW and RAI. I am simply asking game designers to be simple and clear in their language. Again, do not simply focus on the particular example... You will miss the point. Focus on the issue I described as it relates to said issue. The above example from the unnamed game could be easily fixed with a line similar to what I wrote in my OP... "This ability is largely absorbed into the training of a druid or laece and the player is free to re-roll if they are playing such a character." Again, any potential confusion is eliminated in a single line. A huge amount of 5e even seemed to focus on clean, clear language that leaves little room for interpretation. When a rule was found to cause confusion, they seemed to move quickly to publicly fix the confusion... Eventually even (often) making changes in new hard copies. I am not making an issue of any particular rule here... That is something that always is forgotten once an example is offered. I am speaking of HOW one words a bit of fluff of rules... It is important, especially to beginning gamers. When rules seem misleading, they get bothered. 10 gamers play in my group... almost evenly split between VERY casual and VERY hardcore. 4 hardcore players asked me about this option and 3 casual ones did (they are a sharp bunch... many of who wanted to be animists). Has that made my request anymore clear? P.S. Even in your response you attached "Trance" (which is a skill in the game) when no reference is offered to the skill in the language I posted. You can have the background event without the skill and nothing in the event says it takes any time... In fact THAT is exactly were the language gets REALLY murky... But keep in mind... I am only talking about the "language" of any given rule... Not the validity NOR intent of ANY particular rule. [/QUOTE]
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