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*Dungeons & Dragons
[rant]The conservatism of D&D fans is exhausting.
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<blockquote data-quote="Maxperson" data-source="post: 9698897" data-attributes="member: 23751"><p>What's your rationale for successful lockpicking attempts making no noise? Because if both success and failure make noise, then noise isn't a result of the failed attempt.</p><p></p><p>If you cast a silence spell it is. If not, metal on metal and the clicking of the lock tumbles is going to happen no matter how good you are. </p><p></p><p>Also, the same caution happens on a failed attempt as with a successful one, so the noise will not be significantly more on a failed attempt. Since the same caution is happening, all that really should result is the failure to open the lock. The noise levels will be about the same for both success and failure.</p><p></p><p>You picking up on the noise would not be a direct result of the fall, since if you weren't there it wouldn't happen. A direct result happens regardless. </p><p></p><p>The branch making noise would be a direct result, as that noise happens no matter what. You hearing that noise is a step removed since you may or may not be there, while the noise happens no matter what.</p><p></p><p>Another example. Fire burning you because you put your hand in it is a direct result. Fire causing your house to collapse is a direct result. You being hurt by that collapse is an indirect result of the fire. The fire only directly affected the house.</p><p></p><p>The mechanic represents a step.</p><p></p><p>Like fluff and lore needing to match in the game, the rule names and what the rules actually do should actually match. When they are completely different, it's, well, dumb. </p><p></p><p>The name of the mechanic is stealth in 5e for when you are sneaking, not hamburger. If they named it hamburger, it would be dumb. </p><p></p><p>Maybe. Some games do. Some games don't. </p><p></p><p>Yes they are. By virtue of playing the game, those characters' lives are interesting. Nothing further need be done, especially through a rule with a name that has nothing to do with the advice it gives</p></blockquote><p></p>
[QUOTE="Maxperson, post: 9698897, member: 23751"] What's your rationale for successful lockpicking attempts making no noise? Because if both success and failure make noise, then noise isn't a result of the failed attempt. If you cast a silence spell it is. If not, metal on metal and the clicking of the lock tumbles is going to happen no matter how good you are. Also, the same caution happens on a failed attempt as with a successful one, so the noise will not be significantly more on a failed attempt. Since the same caution is happening, all that really should result is the failure to open the lock. The noise levels will be about the same for both success and failure. You picking up on the noise would not be a direct result of the fall, since if you weren't there it wouldn't happen. A direct result happens regardless. The branch making noise would be a direct result, as that noise happens no matter what. You hearing that noise is a step removed since you may or may not be there, while the noise happens no matter what. Another example. Fire burning you because you put your hand in it is a direct result. Fire causing your house to collapse is a direct result. You being hurt by that collapse is an indirect result of the fire. The fire only directly affected the house. The mechanic represents a step. Like fluff and lore needing to match in the game, the rule names and what the rules actually do should actually match. When they are completely different, it's, well, dumb. The name of the mechanic is stealth in 5e for when you are sneaking, not hamburger. If they named it hamburger, it would be dumb. Maybe. Some games do. Some games don't. Yes they are. By virtue of playing the game, those characters' lives are interesting. Nothing further need be done, especially through a rule with a name that has nothing to do with the advice it gives [/QUOTE]
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[rant]The conservatism of D&D fans is exhausting.
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