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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 3871704" data-attributes="member: 710"><p>The question is, why didn't 1/3 or 2/3 or any other arbitrary number of players not like a rule, and can we change it without alienating the rest?</p><p></p><p>I have seen occassions where people just didn't have problems with a rule because they ignored them or never needed them, or used them very differently then others (specifically those who do have problems with the rule) </p><p></p><p>The SOD example: </p><p>Many SoD proponents appear to not use Save or Die randomly, but only with some kind of forewarning (designing parts of the adventure involving them to ensure that the PCs can be aware of the risks). This is certainly a viable solution (maybe indicating a good common sense <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=":)" /> ), and probably ensures that the group doesn't suffer from the rule.</p><p></p><p>But what does this tell us about the rule itself? If it works best with a special treatment, maybe it should just not be a standard rule? Maybe the special treatment needs to be part of the rules?</p><p></p><p>The Grapple example:</p><p>My group never had problems adjucating the rules. It might sometimes be a bit clumsy, but we managed that. I personally only had the problem that it was way too much in favour of larger monsters and thus imbalance things.</p><p>Other people failed at adjucating the rules in on themselves.</p><p></p><p>The underlying problem of the Grapple rules are probably that they are a combat subsystem that doesn't ingrate well with the other rules. It's based on BAB, but it uses different size modifiers. You have a totally different set of actions available once inside a Grapple situation. Attacking or Spellcasting in Grapple follows unusual direction (Light Weapons only, still at a penalty, Material Components not easily available, Somatic components make things differently, Concentration Check different). The set of actions was different enough to confuse some players, and the specific rules favoured larger creatures in ways the regular combat system did not, imbalancing it further.</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 3871704, member: 710"] The question is, why didn't 1/3 or 2/3 or any other arbitrary number of players not like a rule, and can we change it without alienating the rest? I have seen occassions where people just didn't have problems with a rule because they ignored them or never needed them, or used them very differently then others (specifically those who do have problems with the rule) The SOD example: Many SoD proponents appear to not use Save or Die randomly, but only with some kind of forewarning (designing parts of the adventure involving them to ensure that the PCs can be aware of the risks). This is certainly a viable solution (maybe indicating a good common sense :) ), and probably ensures that the group doesn't suffer from the rule. But what does this tell us about the rule itself? If it works best with a special treatment, maybe it should just not be a standard rule? Maybe the special treatment needs to be part of the rules? The Grapple example: My group never had problems adjucating the rules. It might sometimes be a bit clumsy, but we managed that. I personally only had the problem that it was way too much in favour of larger monsters and thus imbalance things. Other people failed at adjucating the rules in on themselves. The underlying problem of the Grapple rules are probably that they are a combat subsystem that doesn't ingrate well with the other rules. It's based on BAB, but it uses different size modifiers. You have a totally different set of actions available once inside a Grapple situation. Attacking or Spellcasting in Grapple follows unusual direction (Light Weapons only, still at a penalty, Material Components not easily available, Somatic components make things differently, Concentration Check different). The set of actions was different enough to confuse some players, and the specific rules favoured larger creatures in ways the regular combat system did not, imbalancing it further. [/QUOTE]
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