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<blockquote data-quote="Oofta" data-source="post: 6880515" data-attributes="member: 6801845"><p>I don't personally think there has to be "one true answer" to minor issues like this. If it ever actually happened in a game I'd make a ruling and move on.</p><p></p><p>There's always going to be a balancing act for designers between allowing DMs and players the sense of freedom to use the rules to describe what the characters are doing and putting a straight jacket made of layers of rules on people.</p><p></p><p>This is such an edge case that I'd be surprised if it ever happens. So the designers have a choice. They can try to make a rule system so comprehensive that it addresses edge cases such as this but have a game that gets bogged down in rules and people flipping pages trying to find that one line that says how to do anything.</p><p></p><p>Or they can have a system that tries to strike a balance and give a reasonably comprehensive rule set that gives a lot of flexibility to change the tone of the game as the people playing see fit.</p><p></p><p>I'm glad they went with the latter style, I think it makes a better game overall. Even if once in a blue moon a DM just has to make a ruling that's not covered by the rules.</p></blockquote><p></p>
[QUOTE="Oofta, post: 6880515, member: 6801845"] I don't personally think there has to be "one true answer" to minor issues like this. If it ever actually happened in a game I'd make a ruling and move on. There's always going to be a balancing act for designers between allowing DMs and players the sense of freedom to use the rules to describe what the characters are doing and putting a straight jacket made of layers of rules on people. This is such an edge case that I'd be surprised if it ever happens. So the designers have a choice. They can try to make a rule system so comprehensive that it addresses edge cases such as this but have a game that gets bogged down in rules and people flipping pages trying to find that one line that says how to do anything. Or they can have a system that tries to strike a balance and give a reasonably comprehensive rule set that gives a lot of flexibility to change the tone of the game as the people playing see fit. I'm glad they went with the latter style, I think it makes a better game overall. Even if once in a blue moon a DM just has to make a ruling that's not covered by the rules. [/QUOTE]
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