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General Tabletop Discussion
*Dungeons & Dragons
Invisibility, non-instantaneous spells, and spell effects
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<blockquote data-quote="Irlo" data-source="post: 8592271" data-attributes="member: 7028372"><p>Yes! I'm not seeing any gain in trying to define, limit, and analyze everything as if the rules are logical rigorous and internally consistent (except maybe as an intellectual exercise, which IMO is futile), since there are so many discrepanices and edge-cases and oversights and flexibility in the system. We can mess around with how the narrative interacts with mechanics and with how sequential and simultaneous resolutions combine in the narrative, and we can do it on a case by case basis, and have good, interesting, creative, fun games.</p><p></p><p>(Others who don't agree also have good, interesting, creative, fun games.)</p></blockquote><p></p>
[QUOTE="Irlo, post: 8592271, member: 7028372"] Yes! I'm not seeing any gain in trying to define, limit, and analyze everything as if the rules are logical rigorous and internally consistent (except maybe as an intellectual exercise, which IMO is futile), since there are so many discrepanices and edge-cases and oversights and flexibility in the system. We can mess around with how the narrative interacts with mechanics and with how sequential and simultaneous resolutions combine in the narrative, and we can do it on a case by case basis, and have good, interesting, creative, fun games. (Others who don't agree also have good, interesting, creative, fun games.) [/QUOTE]
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Community
General Tabletop Discussion
*Dungeons & Dragons
Invisibility, non-instantaneous spells, and spell effects
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