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<blockquote data-quote="Voadam" data-source="post: 2552533" data-attributes="member: 2209"><p>Hi guys, I'm back after the vacation where I ran this pick up game twice. </p><p></p><p>Having read everything in this thread I still don't buy the movement creates opportunity as the opponent is caught off guard argument. It breaks down completely when the opponent is helpless, under a hold person, caught asleep, etc. Under the mechanic, the opponent is irrelevant, they just need vitals the scout can get to. The reasoning offered only makes the scout as good as he is against a helpless opponent. That does not correspond to the mechanic.</p><p></p><p>It became moot anyway as the PC chose to go with warlock/favored soul to gain some healing and more of a world cosmology hook for his character to play off of.</p><p></p><p>In the end it came down to I don't like the mechanic, there are alternatives, so I did not add it to my game.</p><p></p><p>As far as Patryn, Storm Raven, and SBMC, you are entitled to your opinions that my decisions on what to include into my game for aesthetic and descriptive reasons as well as what makes sense to me are "crappy" but I disagree whole-heartedly. I think they make my games better. And I do it all the time. I not only do it when a mechanic does not make sense to me, but also when I just don't like how things work. For instance divine spell prep having access to all spells annoys me in both a game world and game play sense. So for the campaign I threw out core rangers, druids, clerics and paladins, replacing them with spontaneous casting variants from UA and spell less versions from CW. Funny enough, my players respect the fact that as DM running the game I decide what rules to use. They can make suggestions and requests but the decisions on rules and the world rests with the DM who provides the players with their options. They decide whether they want to play then make a character that fits the world I run. It works out nicely.</p></blockquote><p></p>
[QUOTE="Voadam, post: 2552533, member: 2209"] Hi guys, I'm back after the vacation where I ran this pick up game twice. Having read everything in this thread I still don't buy the movement creates opportunity as the opponent is caught off guard argument. It breaks down completely when the opponent is helpless, under a hold person, caught asleep, etc. Under the mechanic, the opponent is irrelevant, they just need vitals the scout can get to. The reasoning offered only makes the scout as good as he is against a helpless opponent. That does not correspond to the mechanic. It became moot anyway as the PC chose to go with warlock/favored soul to gain some healing and more of a world cosmology hook for his character to play off of. In the end it came down to I don't like the mechanic, there are alternatives, so I did not add it to my game. As far as Patryn, Storm Raven, and SBMC, you are entitled to your opinions that my decisions on what to include into my game for aesthetic and descriptive reasons as well as what makes sense to me are "crappy" but I disagree whole-heartedly. I think they make my games better. And I do it all the time. I not only do it when a mechanic does not make sense to me, but also when I just don't like how things work. For instance divine spell prep having access to all spells annoys me in both a game world and game play sense. So for the campaign I threw out core rangers, druids, clerics and paladins, replacing them with spontaneous casting variants from UA and spell less versions from CW. Funny enough, my players respect the fact that as DM running the game I decide what rules to use. They can make suggestions and requests but the decisions on rules and the world rests with the DM who provides the players with their options. They decide whether they want to play then make a character that fits the world I run. It works out nicely. [/QUOTE]
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