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RPG Writing and Design Needs a Paradigm Shift
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<blockquote data-quote="kenada" data-source="post: 9276675" data-attributes="member: 70468"><p>I imagine myself as a wizard with my staff and pointy hat, but the hat is too big and falls down over my eyes. What spells can I cast? Not many come to mind. Even <a href="https://5e.d20srd.org/srd/spells/teleport.htm" target="_blank"><em>teleport</em></a> requires me to see where I’m going. I guess I can <a href="https://5e.d20srd.org/srd/spells/findFamiliar.htm" target="_blank"><em>find familiar</em></a> and use its eyes, but that’s not an example of the third case. <img class="smilie smilie--emoji" alt="🤔" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f914.png" title="Thinking face :thinking:" data-shortname=":thinking:" loading="lazy" width="64" height="64" /></p><p></p><p>I’m not trying to be flippant. This is a situation that can be solved as the designer. One can define a range type for that effect, but in doing so, I want to imagine myself as the character in the game world, so I can convey it using language that would make sense as the character and to the reader having to interpret it.</p><p></p><p></p><p>It seems rather explicit in 5e that if you must target a creature “that you can see within range”, being blinded or in darkness would preclude casting a spell with that requirement. I’m not following how the terminology is being used incorrectly. The notation I’m suggesting wouldn’t change that. The only difference it’s standardized and presented in such a way to make it easy for the reader to scan when reading an effect’s description.</p><p></p><p>If I (as the designer) don’t want blindness to inhibit an effect with a <strong>RANGE</strong>, I can define it in such a way to do exactly that. I could say that blindness imposes a penalty, requires a check, etc on a <strong>RANGE</strong>- or <strong>SIGHT</strong>-based attack. Since those things are standard terms, there should be little confusion over when that should apply.</p><p></p><p></p><p>I’m certainly not suggesting rewriting what you have if it works for you! It just seemed like a very familiar solution. Adding it as another property lets you know at a glance something you consider important. It’s similar to what [USER=82106]@AbdulAlhazred[/USER] has been saying about capturing things like damage.</p><p></p><p>I’m generally erring more on the side of notation in the description for aesthetic reasons and also because I’m exploring ideas for my homebrew system. The format I posted in <a href="https://www.enworld.org/threads/rpg-writing-and-design-needs-a-paradigm-shift.702756/post-9271638" target="_blank">post #44</a> is highly WIP and not really meant for consumption. If I’m going to have to do the work of writing up and laying things out anyway, how should I like to do that? I appreciate the conversations I’ve had with people and the explorations of ideas for helping me work that out.</p></blockquote><p></p>
[QUOTE="kenada, post: 9276675, member: 70468"] I imagine myself as a wizard with my staff and pointy hat, but the hat is too big and falls down over my eyes. What spells can I cast? Not many come to mind. Even [URL='https://5e.d20srd.org/srd/spells/teleport.htm'][I]teleport[/I][/URL] requires me to see where I’m going. I guess I can [URL='https://5e.d20srd.org/srd/spells/findFamiliar.htm'][I]find familiar[/I][/URL] and use its eyes, but that’s not an example of the third case. 🤔 I’m not trying to be flippant. This is a situation that can be solved as the designer. One can define a range type for that effect, but in doing so, I want to imagine myself as the character in the game world, so I can convey it using language that would make sense as the character and to the reader having to interpret it. It seems rather explicit in 5e that if you must target a creature “that you can see within range”, being blinded or in darkness would preclude casting a spell with that requirement. I’m not following how the terminology is being used incorrectly. The notation I’m suggesting wouldn’t change that. The only difference it’s standardized and presented in such a way to make it easy for the reader to scan when reading an effect’s description. If I (as the designer) don’t want blindness to inhibit an effect with a [B]RANGE[/B], I can define it in such a way to do exactly that. I could say that blindness imposes a penalty, requires a check, etc on a [B]RANGE[/B]- or [B]SIGHT[/B]-based attack. Since those things are standard terms, there should be little confusion over when that should apply. I’m certainly not suggesting rewriting what you have if it works for you! It just seemed like a very familiar solution. Adding it as another property lets you know at a glance something you consider important. It’s similar to what [USER=82106]@AbdulAlhazred[/USER] has been saying about capturing things like damage. I’m generally erring more on the side of notation in the description for aesthetic reasons and also because I’m exploring ideas for my homebrew system. The format I posted in [URL='https://www.enworld.org/threads/rpg-writing-and-design-needs-a-paradigm-shift.702756/post-9271638']post #44[/URL] is highly WIP and not really meant for consumption. If I’m going to have to do the work of writing up and laying things out anyway, how should I like to do that? I appreciate the conversations I’ve had with people and the explorations of ideas for helping me work that out. [/QUOTE]
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