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My "Perfect D&D" Would Include...
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<blockquote data-quote="Matt Thomason" data-source="post: 8899619" data-attributes="member: 6777331"><p>I find this sort of thing fascinating, because I have some similarities to you here as well as some pretty major differences.</p><p></p><p>I'm with you all the way on the challenge being how to get the idol floating in the middle of the lava lake, and it being up to the players to decide how they're going to achieve that. Also that the difficulty of that can differ wildly depending on the plan they come up with.</p><p></p><p>The part where I differ is about the rulebook giving me a defined list of ways to do it, because I don't want to be restricted to that list. I want a game that gives the GM the tools to handle anything the players might come up with in that instance, I'm also not too concerned with optimal solutions - I want a game where two different players using two exact copies of the same character sheet might try two completely different solutions because they thought about how to solve the solution as a narrative obstacle more than as a game challenge with numeric success likelihoods attached, and figured that jumping would be 2% more likely to succeed than floating across on a tree trunk before it burned under them. </p><p></p><p>I absolutely respect the way you play the game - as I said, I'm just fascinated by how people enjoy different styles of play <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Matt Thomason, post: 8899619, member: 6777331"] I find this sort of thing fascinating, because I have some similarities to you here as well as some pretty major differences. I'm with you all the way on the challenge being how to get the idol floating in the middle of the lava lake, and it being up to the players to decide how they're going to achieve that. Also that the difficulty of that can differ wildly depending on the plan they come up with. The part where I differ is about the rulebook giving me a defined list of ways to do it, because I don't want to be restricted to that list. I want a game that gives the GM the tools to handle anything the players might come up with in that instance, I'm also not too concerned with optimal solutions - I want a game where two different players using two exact copies of the same character sheet might try two completely different solutions because they thought about how to solve the solution as a narrative obstacle more than as a game challenge with numeric success likelihoods attached, and figured that jumping would be 2% more likely to succeed than floating across on a tree trunk before it burned under them. I absolutely respect the way you play the game - as I said, I'm just fascinated by how people enjoy different styles of play :) [/QUOTE]
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