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Self-Defeating Rules in D&D
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<blockquote data-quote="Pamphylian" data-source="post: 9749871" data-attributes="member: 7053769"><p>I am seeing two options here: 1) The rules exist but are nonfunctional and those who despise can ignore it and those who are used to it don't complain too much (FAIL on the latter count, here I am complaining too much). 2) The rules exist but are functional and those that despise can ignore it (and it is suggested that they do so) and those who are used to it don't complain. 2) Seems straightforwardly superior. Even for those that wish to ignore these things, because they explicitly no longer have to waste time taking spells and abilities that negate things that won't matter in their campaigns.</p><p></p><p>I don't think it's rocket science to make these things functional but modular enough not to be bothersome to the haters, it merely takes the DM saying, "I'm not going to worry about darkness to much in this campaign. Don't waste your spell slot on that." All set. I fully understand that it is probably not monetarily worth the effort for WotC to do this. But this is the internet, and the internet is for dreaming.</p><p></p><p></p><p>Tier 2 is where you can now cross entire deserts without thinking about food and water unless you are an absolutely enormous party, if you have a cleric with that spell. Tier 1 is were you still might still have to think about food/water sometimes (if were to go by just the existence of the spell), but the rules ensure that you don't have to think food at Tier 1 either. So with rules as written, you negate that basic premise that there is challenge that you overcome by leveling, at least in this domain, because the food question is solved right out of the gate at level 1.</p><p></p><p>Agree that D&D can't be all things to all people. I also play other games. But modern D&D should be some things for a decent spread of people, I think it benefits from being a flexible compromise (as it is now, but could be a better one). I argue that these systems are an area where it could be something more to more people at no cost to any of the other people. Free game design lunch.</p></blockquote><p></p>
[QUOTE="Pamphylian, post: 9749871, member: 7053769"] I am seeing two options here: 1) The rules exist but are nonfunctional and those who despise can ignore it and those who are used to it don't complain too much (FAIL on the latter count, here I am complaining too much). 2) The rules exist but are functional and those that despise can ignore it (and it is suggested that they do so) and those who are used to it don't complain. 2) Seems straightforwardly superior. Even for those that wish to ignore these things, because they explicitly no longer have to waste time taking spells and abilities that negate things that won't matter in their campaigns. I don't think it's rocket science to make these things functional but modular enough not to be bothersome to the haters, it merely takes the DM saying, "I'm not going to worry about darkness to much in this campaign. Don't waste your spell slot on that." All set. I fully understand that it is probably not monetarily worth the effort for WotC to do this. But this is the internet, and the internet is for dreaming. Tier 2 is where you can now cross entire deserts without thinking about food and water unless you are an absolutely enormous party, if you have a cleric with that spell. Tier 1 is were you still might still have to think about food/water sometimes (if were to go by just the existence of the spell), but the rules ensure that you don't have to think food at Tier 1 either. So with rules as written, you negate that basic premise that there is challenge that you overcome by leveling, at least in this domain, because the food question is solved right out of the gate at level 1. Agree that D&D can't be all things to all people. I also play other games. But modern D&D should be some things for a decent spread of people, I think it benefits from being a flexible compromise (as it is now, but could be a better one). I argue that these systems are an area where it could be something more to more people at no cost to any of the other people. Free game design lunch. [/QUOTE]
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