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New L&L for 22/1/13 D&D Next goals, part 3
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<blockquote data-quote="pemerton" data-source="post: 6079497" data-attributes="member: 42582"><p>[MENTION=2067]Kamikaze Midget[/MENTION] - in addition to all the stuff that [MENTION=11821]Obryn[/MENTION] mentioned, there are the rules for damaging objects that I posted some quotes from upthread! I don't understand how the game could be any clearer that you can use powers to damage objects than by giving rules for doing so! I don't know how it could be any clearer that different materials might be affected differently by differents sorts of attacks (acid, fire etc) than by giving rules and guidelins for exactly that, which I quoted above!</p><p></p><p>If GMs read the stuff I quoted, plus the stuff that Obryn has mentioned, and <em>still</em> conclude that fireballs can't be used to burn trees, acid breath to damage locks and icy terrain to freeze ponds, even when playes make requests to the contrary, I don't think the blame lies primarily with the rulebooks.</p><p></p><p>More examples could have facilitated adjudication, sure. But not if GMs - as you seem to be positing - are just going to ignore them.</p><p></p><p>I'm with [MENTION=22779]Hussar[/MENTION] here - I'm not really seeing the distinctive creativity.</p><p></p><p>I've GMed a lot of Rolemaster, and have had many a PC cast fly and fly up before teleporting, in order to avoid the risk that you describe. I've seen a lot of clever play. Some of it used damage spells, some utility spells, some control spells. I've seen that in 4e too.</p><p></p><p>Whose game do you think you're talking about here? And what has it got to do with adjudicating fireball to set a tree alight in 4e?</p><p></p><p>I must have missed the memo telling me that, as a 4e GM, I'm not allowed to run a serious campaign and I have to stop my players doing anything interesting or creative at every opportunity. But I'm sure those who got it are all running much better games, using the rules much more as intended by the designers, than I am!</p></blockquote><p></p>
[QUOTE="pemerton, post: 6079497, member: 42582"] [MENTION=2067]Kamikaze Midget[/MENTION] - in addition to all the stuff that [MENTION=11821]Obryn[/MENTION] mentioned, there are the rules for damaging objects that I posted some quotes from upthread! I don't understand how the game could be any clearer that you can use powers to damage objects than by giving rules for doing so! I don't know how it could be any clearer that different materials might be affected differently by differents sorts of attacks (acid, fire etc) than by giving rules and guidelins for exactly that, which I quoted above! If GMs read the stuff I quoted, plus the stuff that Obryn has mentioned, and [I]still[/I] conclude that fireballs can't be used to burn trees, acid breath to damage locks and icy terrain to freeze ponds, even when playes make requests to the contrary, I don't think the blame lies primarily with the rulebooks. More examples could have facilitated adjudication, sure. But not if GMs - as you seem to be positing - are just going to ignore them. I'm with [MENTION=22779]Hussar[/MENTION] here - I'm not really seeing the distinctive creativity. I've GMed a lot of Rolemaster, and have had many a PC cast fly and fly up before teleporting, in order to avoid the risk that you describe. I've seen a lot of clever play. Some of it used damage spells, some utility spells, some control spells. I've seen that in 4e too. Whose game do you think you're talking about here? And what has it got to do with adjudicating fireball to set a tree alight in 4e? I must have missed the memo telling me that, as a 4e GM, I'm not allowed to run a serious campaign and I have to stop my players doing anything interesting or creative at every opportunity. But I'm sure those who got it are all running much better games, using the rules much more as intended by the designers, than I am! [/QUOTE]
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