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*Dungeons & Dragons
New stealth rules.
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<blockquote data-quote="Crimson Longinus" data-source="post: 9431206" data-attributes="member: 7025508"><p>But it is not the same situation. An unlikely edge case being weird is not the same than the basic functionality of the rule being weird.</p><p></p><p></p><p>Nah.</p><p></p><p></p><p>No. Like we don't actually need them to explain your weird fighter power question, as it is highly unlikely to come up in most games even once. But we actually need them to explain how basic rule that will be used time and time again is supposed to be employed.</p><p></p><p></p><p>But again, if this is how it is supposed to work, <em>why not just write it in the bloody book?</em> Like I am a GM with literal decades of experience, and you might be as well. We can handle rules with big holes in them, and substitute best practices learned over the years. But not everyone is like that. To many people this will be the first RPG book they ever read. And it should actually tell them how to play the game they paid for! </p><p></p><p>I really do not understand why you feel the need to defend sloppy work from the world's biggest RPG publisher, in a book that is supposed to be an update for a system the designer's have ten years experience of and have conducted extensive playtest for. Like if this was some lone indie publishers first draft, then sure, mistakes happen, and you cannot always think of everything, but no such excuses can be made here. </p><p></p><p></p><p></p><p>I can. I can write my own RPG from scratch if need to be; I have done it a few times. But not everyone has such experience, and even I don't feel particularly enthusiastic paying for opportunity to fix someone else's mistakes.</p></blockquote><p></p>
[QUOTE="Crimson Longinus, post: 9431206, member: 7025508"] But it is not the same situation. An unlikely edge case being weird is not the same than the basic functionality of the rule being weird. Nah. No. Like we don't actually need them to explain your weird fighter power question, as it is highly unlikely to come up in most games even once. But we actually need them to explain how basic rule that will be used time and time again is supposed to be employed. But again, if this is how it is supposed to work, [I]why not just write it in the bloody book?[/I] Like I am a GM with literal decades of experience, and you might be as well. We can handle rules with big holes in them, and substitute best practices learned over the years. But not everyone is like that. To many people this will be the first RPG book they ever read. And it should actually tell them how to play the game they paid for! I really do not understand why you feel the need to defend sloppy work from the world's biggest RPG publisher, in a book that is supposed to be an update for a system the designer's have ten years experience of and have conducted extensive playtest for. Like if this was some lone indie publishers first draft, then sure, mistakes happen, and you cannot always think of everything, but no such excuses can be made here. I can. I can write my own RPG from scratch if need to be; I have done it a few times. But not everyone has such experience, and even I don't feel particularly enthusiastic paying for opportunity to fix someone else's mistakes. [/QUOTE]
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