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The "Price That Magic Item" Game!
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<blockquote data-quote="Rystil Arden" data-source="post: 3472505" data-attributes="member: 29014"><p>Would your opinion change if the wand said "1 time per day" like the amulet did?</p><p></p><p></p><p></p><p>No, I'm not asking whether they would get a bonus if I tried to convince them again. I'm asking whether I even have to try--it seems plausible that they are already convinced from the phantom round before I used the amulet.</p><p></p><p></p><p></p><p>I disagree--preciseness is incredibly crucial in the writing of the rules. Anything else is careless. As it comes to my game, as I said, the unfairness of the exploit that they left into the rules is so obvious that I would immediately houserule it. My game is built upon minor houserules here and there to increase playability, so really, this strict constructionism is only useful as a common parlance when speaking across games, such as on an online forum. Using anything else in such a situation is meaningless.</p></blockquote><p></p>
[QUOTE="Rystil Arden, post: 3472505, member: 29014"] Would your opinion change if the wand said "1 time per day" like the amulet did? No, I'm not asking whether they would get a bonus if I tried to convince them again. I'm asking whether I even have to try--it seems plausible that they are already convinced from the phantom round before I used the amulet. I disagree--preciseness is incredibly crucial in the writing of the rules. Anything else is careless. As it comes to my game, as I said, the unfairness of the exploit that they left into the rules is so obvious that I would immediately houserule it. My game is built upon minor houserules here and there to increase playability, so really, this strict constructionism is only useful as a common parlance when speaking across games, such as on an online forum. Using anything else in such a situation is meaningless. [/QUOTE]
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The "Price That Magic Item" Game!
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