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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: 8112256" data-attributes="member: 7015698"><p>Why though? What's the advantage of having those rules in only one place if they say the same thing? That means I don't have to buy two books to have all the rules I'm gonna need. I suppose you just want me to sit there and say 'I do this' and the DM tell me 'roll this' and then oh... I did it! or I failed, but I don't know why or how? How am I suppose to make decisions if I don't know how the stuff on my character sheet affects outcomes?</p><p></p><p></p><p>That's just bad keyword usage, nothing to do with keywords by themselves.</p><p></p><p></p><p>Except that has nothing to do with the 'Push' keyword, which by the way, only implies the DIRECTION of the forced movement, and not the result. It has to do with your ruling that you can inflict damage by pushing a foe into a wall. The damage part isn't from 'PUSH' but from the power being used, so you could easily say 'it only works in this circumstance'. Also, I don't have my 4e books, but I always pictured Turn Undead as PHYSICALLY pushing the undead, not scaring them away (how the heck is a zombie feeling FEAR?!) so it would still work for me.</p><p></p><p></p><p></p><p>It makes sense if you prefer simulationist rules over gamist rules.</p><p></p><p></p><p></p><p>Except that a character has access to TONS of information that isn't easily conveyed to the player and they have been themselves all their lives... you've only been them for a few days when the game starts. How are you supposed to know if they can jump across that acid moat if you're not feeling the weight of their equipment, feeling the length of their stride, or seeing the surface they might be landing on, or that they were long jump champion during that one sports-themed festival they took part in one time 5 years ago? You got a sheet with numbers of them an a few words and a picture in your head based on what the DM is picturing in their head. At some point, a little abstraction if gonna have to come into play for you to judge your chances the same way you do whenever you try something difficult in real life.</p><p></p><p></p><p></p><p>The PCs are game piece, it's a fact. It's almost inevitable that it's gonna happen sometimes. It's not a failing of your skills or something, it's just the reality of playing a GAME.</p><p></p><p></p><p></p><p>Why though? Like, if I pick up a sword that produce fire, am I going to know it's good specifically against birds? No, I'm just gonna assume it's good against stuff that's flammable and when I see birds go "oh I bet feathers are flammable..." and even if I'm fighting something that doesn't look flammable (like a creature with regen that hasn't regenerated yet), I'm still gonna hit them with my flaming sword because IT'S A COOL-ASS FLAMING SWORD! And it's still a SWORD! Why wouldn't I use it? Unless I know from legend that the thing is associated with fire. And THEN if it turns out it's not working? Then, I'll change tactics.</p><p></p><p></p><p></p><p>Beastmasters never work... They're either overpowered or absolute trash. They should just treat animal companions as a PC of their own with progression, HP and all that entails and just go "Here, you want a battle companion? Well you juggle two creature yourself" and just tell the DM they can just build encounters taking into account +1 PC.</p></blockquote><p></p>
[QUOTE="Undrave, post: 8112256, member: 7015698"] Why though? What's the advantage of having those rules in only one place if they say the same thing? That means I don't have to buy two books to have all the rules I'm gonna need. I suppose you just want me to sit there and say 'I do this' and the DM tell me 'roll this' and then oh... I did it! or I failed, but I don't know why or how? How am I suppose to make decisions if I don't know how the stuff on my character sheet affects outcomes? That's just bad keyword usage, nothing to do with keywords by themselves. Except that has nothing to do with the 'Push' keyword, which by the way, only implies the DIRECTION of the forced movement, and not the result. It has to do with your ruling that you can inflict damage by pushing a foe into a wall. The damage part isn't from 'PUSH' but from the power being used, so you could easily say 'it only works in this circumstance'. Also, I don't have my 4e books, but I always pictured Turn Undead as PHYSICALLY pushing the undead, not scaring them away (how the heck is a zombie feeling FEAR?!) so it would still work for me. It makes sense if you prefer simulationist rules over gamist rules. Except that a character has access to TONS of information that isn't easily conveyed to the player and they have been themselves all their lives... you've only been them for a few days when the game starts. How are you supposed to know if they can jump across that acid moat if you're not feeling the weight of their equipment, feeling the length of their stride, or seeing the surface they might be landing on, or that they were long jump champion during that one sports-themed festival they took part in one time 5 years ago? You got a sheet with numbers of them an a few words and a picture in your head based on what the DM is picturing in their head. At some point, a little abstraction if gonna have to come into play for you to judge your chances the same way you do whenever you try something difficult in real life. The PCs are game piece, it's a fact. It's almost inevitable that it's gonna happen sometimes. It's not a failing of your skills or something, it's just the reality of playing a GAME. Why though? Like, if I pick up a sword that produce fire, am I going to know it's good specifically against birds? No, I'm just gonna assume it's good against stuff that's flammable and when I see birds go "oh I bet feathers are flammable..." and even if I'm fighting something that doesn't look flammable (like a creature with regen that hasn't regenerated yet), I'm still gonna hit them with my flaming sword because IT'S A COOL-ASS FLAMING SWORD! And it's still a SWORD! Why wouldn't I use it? Unless I know from legend that the thing is associated with fire. And THEN if it turns out it's not working? Then, I'll change tactics. Beastmasters never work... They're either overpowered or absolute trash. They should just treat animal companions as a PC of their own with progression, HP and all that entails and just go "Here, you want a battle companion? Well you juggle two creature yourself" and just tell the DM they can just build encounters taking into account +1 PC. [/QUOTE]
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"Hot" take: Aesthetically-pleasing rules are highly overvalued
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