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New Unearthed Arcana Playtest Includes Barbarian, Druid, and Monk
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<blockquote data-quote="CapnZapp" data-source="post: 9232916" data-attributes="member: 12731"><p>Pro Tip:</p><p></p><p>Whenever "so many people" memory-holes a rule, the first order of business is to ask yourself:</p><p></p><p><em>Is there something wrong with the rule?</em></p><p></p><p>The reason there's a "massive blank hole" probably isn't that people are deficient. Instead, likely the rule leads to undesirable results and/or is counterintuitive when used, if not outright too hard and complex to use (not applicable in this case).</p><p></p><p>In this case, the rules simply aren't prescriptive enough. They're <em>too</em> open-ended.</p><p></p><ul> <li data-xf-list-type="ul">In one DMs campaign a hero with Climb speed can simply move in three dimensions up to their listed Speed. This is way too good for some groups - more importantly, this mechanic would give no sense of achievement, since no skill or check is involved. Basically, it drains all drama and excitement from three-dimensional combat since heroes just move as if on a paved road. The choice whether to risk some heroic movement or opt for safer more conservative positioning disappears.</li> <li data-xf-list-type="ul">In one DMs campaign a hero without Climb speed moves at half speed, and only if they make an Athletics check. Different DMs use different DCs, since the book doesn't say*. What happens if the check is failed can differ further. This can become so restrictive (if it isn't too hard it might be too time consuming), the group simply opts for alternative solutions. Just to mention one: getting Misty Step is fairly easy and becomes a game-changer in this type of campaign. (Remember, diagonals doesn't count extra in 5th Edition, so moving along the "diagonal of the cube" nets you 1.7 times the movement. That is, a point in space that is 30 feet north of you and 30 feet east of you AND 30 feet above you is actually 30x1.7≈<strong>50 feet</strong> from you.)</li> </ul><p>*) and don't try "the DC will be 10, since the rules say so". You know very well that official published adventures have their own ideas of what DCs to use. Some wall can be "no check" in one scenario and DC 30 in another, depending on how much of a challenge the wall is intended to represent.</p><p></p><p>Both will be able to claim they've interpreted the rules correctly.</p><p></p><p>Whenever the rules just leave fundamental things up for grabs, that's another way of saying the rules are failing in their first and foremost task: telling the players how to do something. No wonder people just make something up, or reuse various bits and pieces from previous editions. No wonder people don't understand each other - the rules have failed to facilitate common grounds for the discussion.</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 9232916, member: 12731"] Pro Tip: Whenever "so many people" memory-holes a rule, the first order of business is to ask yourself: [I]Is there something wrong with the rule?[/I] The reason there's a "massive blank hole" probably isn't that people are deficient. Instead, likely the rule leads to undesirable results and/or is counterintuitive when used, if not outright too hard and complex to use (not applicable in this case). In this case, the rules simply aren't prescriptive enough. They're [I]too[/I] open-ended. [LIST] [*]In one DMs campaign a hero with Climb speed can simply move in three dimensions up to their listed Speed. This is way too good for some groups - more importantly, this mechanic would give no sense of achievement, since no skill or check is involved. Basically, it drains all drama and excitement from three-dimensional combat since heroes just move as if on a paved road. The choice whether to risk some heroic movement or opt for safer more conservative positioning disappears. [*]In one DMs campaign a hero without Climb speed moves at half speed, and only if they make an Athletics check. Different DMs use different DCs, since the book doesn't say*. What happens if the check is failed can differ further. This can become so restrictive (if it isn't too hard it might be too time consuming), the group simply opts for alternative solutions. Just to mention one: getting Misty Step is fairly easy and becomes a game-changer in this type of campaign. (Remember, diagonals doesn't count extra in 5th Edition, so moving along the "diagonal of the cube" nets you 1.7 times the movement. That is, a point in space that is 30 feet north of you and 30 feet east of you AND 30 feet above you is actually 30x1.7≈[B]50 feet[/B] from you.) [/LIST] *) and don't try "the DC will be 10, since the rules say so". You know very well that official published adventures have their own ideas of what DCs to use. Some wall can be "no check" in one scenario and DC 30 in another, depending on how much of a challenge the wall is intended to represent. Both will be able to claim they've interpreted the rules correctly. Whenever the rules just leave fundamental things up for grabs, that's another way of saying the rules are failing in their first and foremost task: telling the players how to do something. No wonder people just make something up, or reuse various bits and pieces from previous editions. No wonder people don't understand each other - the rules have failed to facilitate common grounds for the discussion. [/QUOTE]
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New Unearthed Arcana Playtest Includes Barbarian, Druid, and Monk
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