I made my Will check. It doesn't even burn. Maybe just a slight annoying feeling but it quickly faded away.<sigh> not this again.
no, mustn't start... it burns...
I made my Will check. It doesn't even burn. Maybe just a slight annoying feeling but it quickly faded away.<sigh> not this again.
no, mustn't start... it burns...
I think masterwork armour rules in 4e lack a clearly stated goal or intent.For clarity of debate, please provide example(s) of rules lacking an objectively clear goal or intent.
In FATE, some highly important chunks of the mechanics require the application of natural language descriptive phrases to in-game situations. Since we are talking about natural language, and not game-jargon, GM arbitration is required in the game pretty constantly. This is not "edges and corners" - this is central to the game's operation. If this is instantly an issue of "here there be dragons", FATE games should, as a matter of course, go up in dragonflame, as the game has you stomping around on the horde.
Oddly, they don't go up in flames. Oddly, this game with loads of GM arbitration in its rules has, by reports, sold pretty darned well for something not published by WotC or Paizo.
I think that comparing Fate or MHRP to D&D just brings out how different many of the system assumptions are.It is a real question for me. Which explains why my basic read through of FATE didn't leave me enthusiastic. It's likely also my same problem with Marvel Heroic RPG.
As I said in my post on the first place, extremely vague rules tend to drive me completely bonkers.
Both these examples are extremely contentious. How many people, over the course of human history, have abandoned duty for a friendly acquaintance? Whether by telling lies, or corroborating lies, or whatever.I will give and example which perhaps spawned the idea. The charm person spell. It says in plain English that it changes the target's reaction to friendly acquaintance.
Now a totally incompetent one could adjudicate that a friendly acquaintance might allow his friends into the bedroom of the King who he is sworn to protect. They just want to gaze upon royalty is their reason. I believe such a ruling would indicate incompetence on the part of the DM. Just because you are a friendly acquaintance you would not totally abandon duty.
Another example. Suppose my character enters a store and we cast charm person on the owner. I then state I am asking the owner for a free bottle of his finest ale that costs like 25gp. The DM that gives him the ale is an incompetent DM. Friendly acquaintances don't just give away things that cost such a massive amount of money from the eyes of the proprietor.
Whether or not a charm person spell along the lines you describe is a bad rule for me would depend on how robust other parts of the social conflict resolution system were. But the idea that a GM who would rule contrary to you is incompetent is not one that I can remotely agree with.
I do not believe I am super strict. I'm consistent and I don't abide debate at the table. /snip.
Oh, so that's what you were trying to get at!The reason I didn't want to name any specific case at first is I didn't want the discussion to be about that one case. I wanted it to be about the notion that designing rules to stop bad DMs as a prerequisite for good design is a fallacy.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.