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"Hot" take: Aesthetically-pleasing rules are highly overvalued
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<blockquote data-quote="jmartkdr2" data-source="post: 8112768" data-attributes="member: 7017304"><p>There's a big difference between a known unknown and rules that don't really make sense. Obviously a well-designed game avoids the later but can include the former. </p><p></p><p>For myself, I'd prefer the game have clear-enough rules for all the things we might typically do, and <em>especially</em> clear rules for things that are supposed to be decided on quickly - I do not want to have to have a conversation with the dm about what how my spells actualy work in combat while said dm is asking me to make a speedy decision. </p><p></p><p>Plus a lot of people have played with bad dm's, so the whole "trust the dm" answer isn't satisfying. If you dm is always looking for reason to not let you do stuff, you want the rules to be as clear as possible on what you can do.</p><p></p><p>(The typical response to this is "get a better dm," but that's not always as simple as going to the store and picking up a new one. Good dm's don't get a lot of openings from players dropping out.)</p></blockquote><p></p>
[QUOTE="jmartkdr2, post: 8112768, member: 7017304"] There's a big difference between a known unknown and rules that don't really make sense. Obviously a well-designed game avoids the later but can include the former. For myself, I'd prefer the game have clear-enough rules for all the things we might typically do, and [I]especially[/I] clear rules for things that are supposed to be decided on quickly - I do not want to have to have a conversation with the dm about what how my spells actualy work in combat while said dm is asking me to make a speedy decision. Plus a lot of people have played with bad dm's, so the whole "trust the dm" answer isn't satisfying. If you dm is always looking for reason to not let you do stuff, you want the rules to be as clear as possible on what you can do. (The typical response to this is "get a better dm," but that's not always as simple as going to the store and picking up a new one. Good dm's don't get a lot of openings from players dropping out.) [/QUOTE]
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"Hot" take: Aesthetically-pleasing rules are highly overvalued
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