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General Tabletop Discussion
*Dungeons & Dragons
Poll on the Reaper: is damage on missed melee attack roll believable and balanced?
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<blockquote data-quote="El Mahdi" data-source="post: 5936698" data-attributes="member: 59506"><p>I understand, though I don't think it's a distinction that matters. Sure, if one's houserules consist of just a few simple rules, it's not going to add a noticable amount of complexity. If however, one's houserules are significantly more widespread... But when it comes right down to it, any addition is going to add complexity. It may not be enough to notice, but it's still more complexity. However, I agree with him that it's still easier to add that complexity, than subtract it (especially if it's a large and highly integrated mechanic).</p><p> </p><p>And fixing by houserules is just simply adding one's own module, rather than a pre-designed one. It can be as simple as one line of a rule, or as complicated as multiple pages, but it's still essentially a module...just a self-written module. <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=":)" /></p><p> </p><p></p><p> </p><p>It is a distinct possibility that he may end up being wrong in this context. They have talked about making a game that is houseruleable, and adding (at least to some extent) the ability to houserule on their digital support (DDI)...though <em>if</em> and <em>how much</em> that happens is still a long way off. We'll have to wait and see. I'm certainly not going to hold my breath waiting for it though.<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=":)" /></p><p> </p><p></p><p> </p><p>It would still be a complexity, but one so small as to likely not be noticed. But I agree with you on this:</p><p> </p><p></p><p> </p><p>The other side of the coin though is this:</p><p> </p><p></p><p> </p><p>But I think Mr. Mearls reinforces the idea that it's generally easier to add to an RPG, than subtract. I know though that just because he thinks it's so doesn't necessarily make it so, and people are obviously free to (and will) disagree. But it does mean it's one of the guiding ideas in his and the design teams thoughts while designing 5E. Which means that advice like <em>"just line through it"</em> is contrary to how the next edition is being designed.</p><p> </p><p><img src="http://www.enworld.org/forum/images/smilies/glasses.png" class="smilie" loading="lazy" alt="B-)" title="Glasses B-)" data-shortname="B-)" /></p></blockquote><p></p>
[QUOTE="El Mahdi, post: 5936698, member: 59506"] I understand, though I don't think it's a distinction that matters. Sure, if one's houserules consist of just a few simple rules, it's not going to add a noticable amount of complexity. If however, one's houserules are significantly more widespread... But when it comes right down to it, any addition is going to add complexity. It may not be enough to notice, but it's still more complexity. However, I agree with him that it's still easier to add that complexity, than subtract it (especially if it's a large and highly integrated mechanic). And fixing by houserules is just simply adding one's own module, rather than a pre-designed one. It can be as simple as one line of a rule, or as complicated as multiple pages, but it's still essentially a module...just a self-written module. :) It is a distinct possibility that he may end up being wrong in this context. They have talked about making a game that is houseruleable, and adding (at least to some extent) the ability to houserule on their digital support (DDI)...though [I]if[/I] and [I]how much[/I] that happens is still a long way off. We'll have to wait and see. I'm certainly not going to hold my breath waiting for it though.:) It would still be a complexity, but one so small as to likely not be noticed. But I agree with you on this: The other side of the coin though is this: But I think Mr. Mearls reinforces the idea that it's generally easier to add to an RPG, than subtract. I know though that just because he thinks it's so doesn't necessarily make it so, and people are obviously free to (and will) disagree. But it does mean it's one of the guiding ideas in his and the design teams thoughts while designing 5E. Which means that advice like [I]"just line through it"[/I] is contrary to how the next edition is being designed. B-) [/QUOTE]
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Poll on the Reaper: is damage on missed melee attack roll believable and balanced?
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