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JC Tweets: How Close to official rulings do you consider them to be?
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<blockquote data-quote="Bacon Bits" data-source="post: 7559949" data-attributes="member: 6777737"><p>Yeah, I completely share your bias and I'm in agreement with your assessment of JC's focus and Mearls' tweets.</p><p></p><p>I've said it before, but I really wish that JC would more often answer, "It doesn't matter." Even if he would say something like, "This is how the book reads, but it is highly unlikely to matter in actual play." Like <a href="https://www.sageadvice.eu/2018/05/23/clarification-about-bonus-actions/" target="_blank">the whole combination actions thread</a>. In the grand scheme of things, it just doesn't matter. The gap he's closing is <em>so extremely narrow</em> and nothing being done here can't already be done (especially by characters using two weapon fighting). "But what happens if I do Y and then I can't do X? What does my character do?" Really? Your DM can't figure this out? How about "<em>nothing</em>"?</p><p></p><p>I really hate the tendency to believe that rules have to be built to resemble a bad programming language with the force of laws, and I say this as a person whose job is 75% IT professional, 25% state and federal reporting. The tendency encourages people to debug the rules like a programming language, and to pore over the books for "gotcha" loopholes like you're going to put your DM over a barrel and they'll be forced to let you play as <a href="https://www.dandwiki.com/wiki/Pun-Pun_(3.5e_Optimized_Character_Build)" target="_blank">Pun-Pun</a>. It's even worse than just treating them as inflexible legalese because now they get to involve decision trees.</p><p></p><p></p><p></p><p>Yeah, I picked up the core rulebook and the bestiary for 13th Age just because I liked how it was laid out and I liked the ideas it gave me. Same with Dungeon World. I've still never played either -- we tend to play Savage Worlds or some tabletop board game if we're not running D&D -- but I like the systems.</p><p></p><p>I was so disappointed when the DMG do didn't this kind of thing a whole lot more than it actually did. I want to know why they chose to do a la carte multiclassing instead of hybrid multiclassing. I want sections describing what DMs should consider when they're adjudicating illusions, stealth, etc. I want to know why sometimes poison is poison damage, sometimes the poison condition, and sometimes necrotic damage. I want to know why advantage and resistance are two separate mechanics instead of two degrees of the same mechanic. I want to know what their purpose was with short rests and long rests and the 6-8 encounter adventuring day. I wanted that <a href="http://archive.wizards.com/DnD/Article.aspx?x=dnd/4ll/20120604" target="_blank">lost-to-the-ether Bounded Accuracy article</a> in the DMG as well. Just <em>tell us your design goals</em>, for crying out loud, <em>especially</em> in the DMG. It's like they gave us a fully stocked kitchen and told us we could make anything we wanted, but everything in the pantry was packaged prepared food.</p></blockquote><p></p>
[QUOTE="Bacon Bits, post: 7559949, member: 6777737"] Yeah, I completely share your bias and I'm in agreement with your assessment of JC's focus and Mearls' tweets. I've said it before, but I really wish that JC would more often answer, "It doesn't matter." Even if he would say something like, "This is how the book reads, but it is highly unlikely to matter in actual play." Like [URL="https://www.sageadvice.eu/2018/05/23/clarification-about-bonus-actions/"]the whole combination actions thread[/URL]. In the grand scheme of things, it just doesn't matter. The gap he's closing is [I]so extremely narrow[/I] and nothing being done here can't already be done (especially by characters using two weapon fighting). "But what happens if I do Y and then I can't do X? What does my character do?" Really? Your DM can't figure this out? How about "[I]nothing[/I]"? I really hate the tendency to believe that rules have to be built to resemble a bad programming language with the force of laws, and I say this as a person whose job is 75% IT professional, 25% state and federal reporting. The tendency encourages people to debug the rules like a programming language, and to pore over the books for "gotcha" loopholes like you're going to put your DM over a barrel and they'll be forced to let you play as [URL="https://www.dandwiki.com/wiki/Pun-Pun_(3.5e_Optimized_Character_Build)"]Pun-Pun[/URL]. It's even worse than just treating them as inflexible legalese because now they get to involve decision trees. Yeah, I picked up the core rulebook and the bestiary for 13th Age just because I liked how it was laid out and I liked the ideas it gave me. Same with Dungeon World. I've still never played either -- we tend to play Savage Worlds or some tabletop board game if we're not running D&D -- but I like the systems. I was so disappointed when the DMG do didn't this kind of thing a whole lot more than it actually did. I want to know why they chose to do a la carte multiclassing instead of hybrid multiclassing. I want sections describing what DMs should consider when they're adjudicating illusions, stealth, etc. I want to know why sometimes poison is poison damage, sometimes the poison condition, and sometimes necrotic damage. I want to know why advantage and resistance are two separate mechanics instead of two degrees of the same mechanic. I want to know what their purpose was with short rests and long rests and the 6-8 encounter adventuring day. I wanted that [URL="http://archive.wizards.com/DnD/Article.aspx?x=dnd/4ll/20120604"]lost-to-the-ether Bounded Accuracy article[/URL] in the DMG as well. Just [I]tell us your design goals[/I], for crying out loud, [I]especially[/I] in the DMG. It's like they gave us a fully stocked kitchen and told us we could make anything we wanted, but everything in the pantry was packaged prepared food. [/QUOTE]
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