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General Tabletop Discussion
*Dungeons & Dragons
"Hot" take: Aesthetically-pleasing rules are highly overvalued
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<blockquote data-quote="Undrave" data-source="post: 8112187" data-attributes="member: 7015698"><p>That's still a jargon that you have to learn. If you say to someone "Roll a Dexterity Saving Throw" and they never played or learned the rules to DnD they're not gonna know what the heck you're on about.</p><p></p><p></p><p></p><p>I could see that working if turns were more granular... let's say a turn gives you 6 'Action Points'. Moving X feet is 1 action point, taking a bonus action is 1 or 2 action point and taking a proper action is 2 or 3 action point... but DnD isn't that granular. In 4e you could 'trade down' your move for a Minor Action if I recall, and trade down your standard action for extra move, so there was a kind of timing element similar to what you mention but for some reason they nixed that in 5e (though the Dash action is still the same as trading your standard for move).</p><p></p><p>I think people just don't like the idea of casting time longer than a turn in combat. Like you could have multiple rounds but then you're just open to attack and those spells would be judge extremely suboptimal in combat and nobody would ever use them. DMs would 'nerf' wizards by playing 'Whack the Caster' to disrupt them (because you know someone would cry fowl if you can't disrupt casting if it takes longer than an action...). </p><p></p><p></p><p></p><p>I don't think a character who learned how to use 'Charm Person' would be as oblivious to how it actually WORKS than a player who is wondering if he should pick it or not for the first time. There's probably tons of info about spells that we as players don't know.</p></blockquote><p></p>
[QUOTE="Undrave, post: 8112187, member: 7015698"] That's still a jargon that you have to learn. If you say to someone "Roll a Dexterity Saving Throw" and they never played or learned the rules to DnD they're not gonna know what the heck you're on about. I could see that working if turns were more granular... let's say a turn gives you 6 'Action Points'. Moving X feet is 1 action point, taking a bonus action is 1 or 2 action point and taking a proper action is 2 or 3 action point... but DnD isn't that granular. In 4e you could 'trade down' your move for a Minor Action if I recall, and trade down your standard action for extra move, so there was a kind of timing element similar to what you mention but for some reason they nixed that in 5e (though the Dash action is still the same as trading your standard for move). I think people just don't like the idea of casting time longer than a turn in combat. Like you could have multiple rounds but then you're just open to attack and those spells would be judge extremely suboptimal in combat and nobody would ever use them. DMs would 'nerf' wizards by playing 'Whack the Caster' to disrupt them (because you know someone would cry fowl if you can't disrupt casting if it takes longer than an action...). I don't think a character who learned how to use 'Charm Person' would be as oblivious to how it actually WORKS than a player who is wondering if he should pick it or not for the first time. There's probably tons of info about spells that we as players don't know. [/QUOTE]
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"Hot" take: Aesthetically-pleasing rules are highly overvalued
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