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<blockquote data-quote="Pour" data-source="post: 5756033" data-attributes="member: 59411"><p>In the case of poisoning a skeleton in 3.5e, it truly would be impossible. The rules clearly state it, so don't bother. In 4e, the marrow shrivels, the bones split, and the thing collapses. This harkens to the design goals, and 4e's underlying notion of "Yes, you can." That is not a style that fits everyone, nor is it a constant in my 4e games (for instance, in my games elementals are not injured by their element, period hehe), but I think the rules lean toward creative problem solving and are open to many judgements if the DM is willing to look beyond the RAW. </p><p></p><p>The game in its crudest form starts with a basic power block and the RAW, and for beginners and those who favor simplicity to the letter it functions well. If a DM and a group want to play a game where fireballs don't light things up, that's doable, but for many of us the RAW is taken further by the gamers: players (who use the powers) and DMs (who interpret the RAW and encourage said applications and resolutions beyond what's written, utilizing, among other things, his own logic and desire). Due to 4e's shyness toward mechanics directly correlating with the game world, this is possible in any degree we wish. </p><p></p><p>Am I fundamentally altering 4e beyond recognition? No way. I do think it is house ruling, but hasn't that been a practice as long lived as the book rules themselves? I don't see adapting the rules beyond the page as a weakness of a system. The rules are there when I need them, and open enough to allow me to change what I want to.</p><p></p><p>The fireball can indeed ignite a room of papers if the DM allows it, and I imagine a good deal of players detonating it within a library want that very thing to happen. I'm not relying on the rules to substitute for my logic, desired playstyle, setting assumptions, or player intentions. I'm using the rules solely to offer a balanced play experience, a fair resolution. They are a suite of tools I apply as I see fit to the game world- liberating, not limiting. That doesn't make the rules arbitrary, so long as the DM's rulings are consistent.</p><p></p><p>That said, I'm not arguing some people's desire for specific rules with specific affects detailed for them. Some people like, want, and need the details. There is plenty out there for them, too.</p></blockquote><p></p>
[QUOTE="Pour, post: 5756033, member: 59411"] In the case of poisoning a skeleton in 3.5e, it truly would be impossible. The rules clearly state it, so don't bother. In 4e, the marrow shrivels, the bones split, and the thing collapses. This harkens to the design goals, and 4e's underlying notion of "Yes, you can." That is not a style that fits everyone, nor is it a constant in my 4e games (for instance, in my games elementals are not injured by their element, period hehe), but I think the rules lean toward creative problem solving and are open to many judgements if the DM is willing to look beyond the RAW. The game in its crudest form starts with a basic power block and the RAW, and for beginners and those who favor simplicity to the letter it functions well. If a DM and a group want to play a game where fireballs don't light things up, that's doable, but for many of us the RAW is taken further by the gamers: players (who use the powers) and DMs (who interpret the RAW and encourage said applications and resolutions beyond what's written, utilizing, among other things, his own logic and desire). Due to 4e's shyness toward mechanics directly correlating with the game world, this is possible in any degree we wish. Am I fundamentally altering 4e beyond recognition? No way. I do think it is house ruling, but hasn't that been a practice as long lived as the book rules themselves? I don't see adapting the rules beyond the page as a weakness of a system. The rules are there when I need them, and open enough to allow me to change what I want to. The fireball can indeed ignite a room of papers if the DM allows it, and I imagine a good deal of players detonating it within a library want that very thing to happen. I'm not relying on the rules to substitute for my logic, desired playstyle, setting assumptions, or player intentions. I'm using the rules solely to offer a balanced play experience, a fair resolution. They are a suite of tools I apply as I see fit to the game world- liberating, not limiting. That doesn't make the rules arbitrary, so long as the DM's rulings are consistent. That said, I'm not arguing some people's desire for specific rules with specific affects detailed for them. Some people like, want, and need the details. There is plenty out there for them, too. [/QUOTE]
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