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Mechanics you don't want to see, ever
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<blockquote data-quote="Hussar" data-source="post: 7845271" data-attributes="member: 22779"><p>For me, it comes to one basic point -</p><p></p><p>You want to do something. Another player at the table says, "Please don't do that, you would make the game unfun for me if you do that". If you then proceed to do that, then you, sir, are an asshat. If someone asks you not to do something because doing that thing would make the session/game unfun for that person, that's the end of the conversation. I, frankly, wouldn't want to play with anyone who thinks otherwise.</p><p></p><p>Heck, there's a REASON that you get abilities like the Evoker Wizard's ability to shape spells to not hit allies. It's precisely to avoid this kind of stuff.</p><p></p><p>--------------</p><p></p><p>But, to wrench things back to the original post of this thread:</p><p></p><p>Mechanics I Don't Want to See Again</p><p></p><p>1. Any sort of "quest" mechanic built into a class. Paladin's warhorse, fighting for levels, that sort of thing. That should absolutely be left at the level of campaign building and not class.</p><p></p><p>2. XP/Level drain - I dropped this, more or less in 2e (allowed level drain to be healed over time) and never looked back.</p><p></p><p>3. Area of Effect Save or Die effects. Because of the way the mechanics work, these aren't really save or die, but, rather, pick random PC to die because it's pretty much guaranteed that someone will.</p><p></p><p>4. Bajillion damage types. Yes, we need some, but, 4e let this get way, way out of hand.</p><p></p><p>That's all I can think of for now.</p></blockquote><p></p>
[QUOTE="Hussar, post: 7845271, member: 22779"] For me, it comes to one basic point - You want to do something. Another player at the table says, "Please don't do that, you would make the game unfun for me if you do that". If you then proceed to do that, then you, sir, are an asshat. If someone asks you not to do something because doing that thing would make the session/game unfun for that person, that's the end of the conversation. I, frankly, wouldn't want to play with anyone who thinks otherwise. Heck, there's a REASON that you get abilities like the Evoker Wizard's ability to shape spells to not hit allies. It's precisely to avoid this kind of stuff. -------------- But, to wrench things back to the original post of this thread: Mechanics I Don't Want to See Again 1. Any sort of "quest" mechanic built into a class. Paladin's warhorse, fighting for levels, that sort of thing. That should absolutely be left at the level of campaign building and not class. 2. XP/Level drain - I dropped this, more or less in 2e (allowed level drain to be healed over time) and never looked back. 3. Area of Effect Save or Die effects. Because of the way the mechanics work, these aren't really save or die, but, rather, pick random PC to die because it's pretty much guaranteed that someone will. 4. Bajillion damage types. Yes, we need some, but, 4e let this get way, way out of hand. That's all I can think of for now. [/QUOTE]
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