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Orcs on Stairs (When Adventures Are Incomplete)
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<blockquote data-quote="Lyxen" data-source="post: 8621283" data-attributes="member: 7032025"><p>And, for me, this is actually a major reason for having other preferences in terms of editions, this decision to separate the pillars so strongly so that they could be controlled and contained, and regulated. And your last sentence also explains why it's such a technical game.</p><p></p><p>When your preference is in the narrative game and you like plots and chases and spying and combat and exploration to mesh in a huge adventure across the multiverse at high level, the walls set up by the game system become extremely apparent. Saying that one character falling out of a tower puts him out of the game because the game decided that it was a fight, it had to happen on a grid, so teleportation powers were out because of the range instantly creates a blocking point for people who are used to have their characters falling from dragons when assaulting flying fortress on shifting planes.</p><p></p><p></p><p></p><p>Honestly, you usually make better arguments than this. Yes, rules about strongholds were rightfully ignored, but it is not an excuse for the strong cliving of pillars above. Yes, it makes fairness and balance more accessible to the DM, but as the 5e designers put it, it's "counter to the open-endedness of D&D".</p><p></p><p>So looping back to the subject here, it also makes it easier to have adventures being complete, because the possibilities are curtailed by the system, which makes it even stranger than 4e adventures are not more complete than other adventures, with as many alleged "plot holes". </p><p></p><p>Which, in turn, loops back to the fact that, IMHO, you CANNOT create adventures that look complete to everyone. It's a bit like Gödel's incompleteness theorems, even 4e who tried to create the best consistent system (and they came close) to play the game bounced against the fact that the very open-endedness of the game makes both editions and modules impossible to have completely consistent.</p><p></p><p>Still not a reason to be as sloppy and annoying as Waterdeep Dragon Heist (god, I even hate that pretentious name that is not even representative of what the players are doing in the module, it's, as the rest of the module, all about the writers pleasing themselves with their mighty NPCs doing cool things - and if I may, also linked strongly to the FR, I like Ed but Elminster is a patronising demi-god to whom everyone but him are fools, so it gives a bad trend to NPCs and a DM's attitude).</p></blockquote><p></p>
[QUOTE="Lyxen, post: 8621283, member: 7032025"] And, for me, this is actually a major reason for having other preferences in terms of editions, this decision to separate the pillars so strongly so that they could be controlled and contained, and regulated. And your last sentence also explains why it's such a technical game. When your preference is in the narrative game and you like plots and chases and spying and combat and exploration to mesh in a huge adventure across the multiverse at high level, the walls set up by the game system become extremely apparent. Saying that one character falling out of a tower puts him out of the game because the game decided that it was a fight, it had to happen on a grid, so teleportation powers were out because of the range instantly creates a blocking point for people who are used to have their characters falling from dragons when assaulting flying fortress on shifting planes. Honestly, you usually make better arguments than this. Yes, rules about strongholds were rightfully ignored, but it is not an excuse for the strong cliving of pillars above. Yes, it makes fairness and balance more accessible to the DM, but as the 5e designers put it, it's "counter to the open-endedness of D&D". So looping back to the subject here, it also makes it easier to have adventures being complete, because the possibilities are curtailed by the system, which makes it even stranger than 4e adventures are not more complete than other adventures, with as many alleged "plot holes". Which, in turn, loops back to the fact that, IMHO, you CANNOT create adventures that look complete to everyone. It's a bit like Gödel's incompleteness theorems, even 4e who tried to create the best consistent system (and they came close) to play the game bounced against the fact that the very open-endedness of the game makes both editions and modules impossible to have completely consistent. Still not a reason to be as sloppy and annoying as Waterdeep Dragon Heist (god, I even hate that pretentious name that is not even representative of what the players are doing in the module, it's, as the rest of the module, all about the writers pleasing themselves with their mighty NPCs doing cool things - and if I may, also linked strongly to the FR, I like Ed but Elminster is a patronising demi-god to whom everyone but him are fools, so it gives a bad trend to NPCs and a DM's attitude). [/QUOTE]
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