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<blockquote data-quote="Li Shenron" data-source="post: 6332565" data-attributes="member: 1465"><p>To be precise, what I found ridiculous is only the rules complications that come as a consequence, not the motivation.</p><p></p><p>I understand the motivation even if I disagree with it. I just think it could have been solved differently, without tainting the rules of a Basic game which is supposed to be as simple as possible. This is not the only case where the Basic rules could have been simpler, with a little bit more design effort. </p><p></p><p>First and foremost, IMHO stuff that is introduced for the need of a specific group of players but increases complexity (even if it's not a huge increase), could better use the principle of "specific trumps general". This way, only those players need to know how such stuff works. A great example of this in 5e is the Fighter's Maneuvers: they are nicely tucked under a subclass (and perhaps a feat), therefore only those who are interested have to learn the mechanics, compared to making it a general mechanic of the Fighter or even everyone. Thus, for those who want to play/have a Cleric but don't want healing to be a tactical choice (everyone has its own XP, but I've never met any IRL), this could have been a specific rule described inside the <em>Healing Word</em> spells.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 6332565, member: 1465"] To be precise, what I found ridiculous is only the rules complications that come as a consequence, not the motivation. I understand the motivation even if I disagree with it. I just think it could have been solved differently, without tainting the rules of a Basic game which is supposed to be as simple as possible. This is not the only case where the Basic rules could have been simpler, with a little bit more design effort. First and foremost, IMHO stuff that is introduced for the need of a specific group of players but increases complexity (even if it's not a huge increase), could better use the principle of "specific trumps general". This way, only those players need to know how such stuff works. A great example of this in 5e is the Fighter's Maneuvers: they are nicely tucked under a subclass (and perhaps a feat), therefore only those who are interested have to learn the mechanics, compared to making it a general mechanic of the Fighter or even everyone. Thus, for those who want to play/have a Cleric but don't want healing to be a tactical choice (everyone has its own XP, but I've never met any IRL), this could have been a specific rule described inside the [I]Healing Word[/I] spells. [/QUOTE]
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