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Is it DnD, or MtG? (General Griping)
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<blockquote data-quote="Umbran" data-source="post: 1866577" data-attributes="member: 177"><p>Folks, it is a fairly simple concept - address the <em>position</em>, not the poster. Please refrain from looking at the words, drawing a conclusion about the mental state or motivations of the poster. This is a text-only medium, and does not allow us to read minds. Trying to do so frequently leads down the road of name-calling and annoyance. Please don't lead us down that road.</p><p></p><p>Now back to our discussion...</p><p></p><p></p><p></p><p>Requiring players to focus so much on mechanical aspects might have that effect. But as others have said, and I will repeat - <em>there is no such requirement</em>. </p><p></p><p>The presence of options does not require use, or even consideration, of those options. If those options are (as we hope) reasonably balanced, then those options only differ in flavor, rather than in effectiveness, and so nobody *needs* to look at them. If they are not balanced, then they likely shouldn't be present in your game, leading again to no *need* for a player to look at them.</p><p></p><p>We now come to a place that D&D differs from video games: </p><p></p><p>In a video game, the enemy is objective, determined long before you begin playing your character. The challenges you face are part of the program, and the point is to build yourself up to be tougher than these objective challenges. </p><p></p><p>In a well-run game of D&D, the DM should be choosing his encounters based upon what is in the party, and what they're capable of doing - the challenges are subjective. So choosing a supposedly more powerful option gains you nothing, as the DM will simply choose more powerful opponents.</p></blockquote><p></p>
[QUOTE="Umbran, post: 1866577, member: 177"] Folks, it is a fairly simple concept - address the [i]position[/i], not the poster. Please refrain from looking at the words, drawing a conclusion about the mental state or motivations of the poster. This is a text-only medium, and does not allow us to read minds. Trying to do so frequently leads down the road of name-calling and annoyance. Please don't lead us down that road. Now back to our discussion... Requiring players to focus so much on mechanical aspects might have that effect. But as others have said, and I will repeat - [i]there is no such requirement[/i]. The presence of options does not require use, or even consideration, of those options. If those options are (as we hope) reasonably balanced, then those options only differ in flavor, rather than in effectiveness, and so nobody *needs* to look at them. If they are not balanced, then they likely shouldn't be present in your game, leading again to no *need* for a player to look at them. We now come to a place that D&D differs from video games: In a video game, the enemy is objective, determined long before you begin playing your character. The challenges you face are part of the program, and the point is to build yourself up to be tougher than these objective challenges. In a well-run game of D&D, the DM should be choosing his encounters based upon what is in the party, and what they're capable of doing - the challenges are subjective. So choosing a supposedly more powerful option gains you nothing, as the DM will simply choose more powerful opponents. [/QUOTE]
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