A lot of us are more concerned with being heard or proving a point than with what the point actually was/is.
Well, "being heard" is no big thing. "Proving a point" so often comes in as, "Prove I am right and you are wrong," which becomes a problem.
A lot of us are more concerned with being heard or proving a point than with what the point actually was/is.
Thus, creating a new species doesn't alter, remove, or create a rule.
Individual species are a package of rules,
What do you call those discrete packages of mechanics that players use if not rules? I don't think there's a reasonable carve out here.To me, no. The rule is "here is how species work." In 5.14, the presented races are described as the most common options; in 5.24, it just says "the following options are detailed." Neither book has a rule (or even an implication) that the options are limited to what's presented. Thus, creating a new species doesn't alter, remove, or create a rule.
Individual species are a package of rules, so if you decide that elves don't get darkvision, that's a house rule, because that alters the elf package. If you decide elves can't become paladins, that's a house rule, because that alters the rule that any species can take any class. But species themselves aren't rules.
<shrug> I have no problem with more features, within the limits of what can be easily remembered to be used.Sorting out what came with what level has been a headache since 3e; I see that, along with a lot of other character complexity added during the WotC era, as a bug rather than a feature.
You can always do individual milestones for lower-level characters, but there's not supposed to be lower-level characters in this sort of game.There's no reason why level drain can't work with milestone levelling: the drained character is simply a level behind at each step (or more if multiple levels were lost) until a high-level Restoration can be found. This does, however, point out one huge issue with milestone levelling: there's no 'J-curve' to allow lower-level characters or henches to catch up.
To me, that's an absolute terrible mentality to have. I would never want to play with a GM like that.If 5e's my starting point the two bolded pieces are directly synonymous.![]()
So: (1) All items are interchangeable and meaningless to the players. (2) Because they know that you are willing to destroy things, so there's no point caring about their belongings.If the players also like getting new items (IME nearly all of them love it) then yes, as it allows for more item turnover. Over the long run, gain 10 lose 8 is far more fun and interesting than gain 2 lose 0.
A group that has mature discussions that leads to better enjoyment for everyone?That's good on your players, but I'm inclinded to think they're something of an outlier group in this way.
There's been far more power creep with magic than anything else over the editions.When things aren't balanced*, there's usually only two ways to fix it: nerf one or boost the other. As I've already seen more power creep over the years than I'd really like, my first thought these days is to nerf some things down a bit.
This also doesn't speak well of your ability to judge the players' enjoyment of the game.* - and for me to notice or care, it's got to be really out of whack.![]()
And yet you have no problems with casters being versatile and having more abilities than they had before (via spells that are new to them or even the game).If these things make the warrior better and-or more versatile at what they do than they were before, it's power creep.
Well, yes.So, you create a new package of rules, but no actual new rules? How does that work - creating a new species can only rehash rules that already exist, somehow?
Well, yes.
ook at the races from 5.14 and the species from 5.24.
I never said there wasn't.That's one case. I am responding to it as a general statement, because I don't see how this generalizes. There is nothing that prevents a new species definition from containing new rules.
I never said there wasn't.
I picked those rules at random, not based on what you would find irritating. I haven't found any GM rules in narrative games to be even slightly irritating.Well, I don't appreciate rules that demand certain specific behavior from the GM like the ones you describe (which I believe have their origin in PBtA and similar narrative-prioritized games), for my part. You also picked the least irritating rules from that category. And I don't see why that stuff can't just be advice anyway. Why mandate it?