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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Giving an AD&D feel to 5e
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<blockquote data-quote="Snarf Zagyg" data-source="post: 8241437" data-attributes="member: 7023840"><p>And I'd push back on that, and say that this distinction makes no sense. Allow me to illustrate:</p><p></p><p>A: "One thing I don't like about {insert game here} is that because everything is governed by abilities, I feel like I'm just looking for buttons to push."</p><p></p><p>B: "Oh, that's not correct. See, you as a <em>player </em>can do anything. Only your <em>character </em>is limited by the fact that you have to have an ability to do something!"</p><p></p><p>A: "Uh ......"</p><p></p><p>I understand your point <em>vis-a-vis</em> authority. That's a trivially simple one that anyone can illustrate:</p><p></p><p>Rule A: If you hit, you do damage to the target. </p><p>Rule B: If you hit, you do d6 damage.</p><p></p><p>Rule A (until the parameters have been determined) does not provide clarity to the player; how much damage? What effects? What, exactly, can their character do?</p><p></p><p>Rule B is clear. There will always be some interpretation, or Rule 0, but the player knows that if they mash Button B (Rule B) and hit, they will do d6 damage, and the DM will acknowledge this.</p><p></p><p>HOWEVER, the player who relies on mashing B will only mash B. Will they try to do the damage of a disarm? Will they aim a blow for the head to know the enemy unconscious? Will they try and bash the target over the cliff? </p><p></p><p>You quickly lose the ... Arneson-ian freedom of play (even if it is negotiated) in favor of a constrained certainty. "I do d6 damage, and nothing else. I can't open that lock, because I'm not a thief. I cannot create a new spell because there isn't a rule for it. Etc."</p></blockquote><p></p>
[QUOTE="Snarf Zagyg, post: 8241437, member: 7023840"] And I'd push back on that, and say that this distinction makes no sense. Allow me to illustrate: A: "One thing I don't like about {insert game here} is that because everything is governed by abilities, I feel like I'm just looking for buttons to push." B: "Oh, that's not correct. See, you as a [I]player [/I]can do anything. Only your [I]character [/I]is limited by the fact that you have to have an ability to do something!" A: "Uh ......" I understand your point [I]vis-a-vis[/I] authority. That's a trivially simple one that anyone can illustrate: Rule A: If you hit, you do damage to the target. Rule B: If you hit, you do d6 damage. Rule A (until the parameters have been determined) does not provide clarity to the player; how much damage? What effects? What, exactly, can their character do? Rule B is clear. There will always be some interpretation, or Rule 0, but the player knows that if they mash Button B (Rule B) and hit, they will do d6 damage, and the DM will acknowledge this. HOWEVER, the player who relies on mashing B will only mash B. Will they try to do the damage of a disarm? Will they aim a blow for the head to know the enemy unconscious? Will they try and bash the target over the cliff? You quickly lose the ... Arneson-ian freedom of play (even if it is negotiated) in favor of a constrained certainty. "I do d6 damage, and nothing else. I can't open that lock, because I'm not a thief. I cannot create a new spell because there isn't a rule for it. Etc." [/QUOTE]
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