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*Dungeons & Dragons
Thief Rogue / True Strike
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<blockquote data-quote="UngeheuerLich" data-source="post: 9496943" data-attributes="member: 59057"><p>No. That is ok. </p><p>It is when the whole party starts dragging the same cleric in the same seconds back and forth. </p><p></p><p>That is like realizing, oh, if I can ready an action to give a message to the next guy with the trigger "receiving a message" I can speed it up to light speed given enough persons...</p><p></p><p></p><p>No. It is the shared idea of what the boundaries of the rules are in a story telling game as explained in the DMG. </p><p></p><p>You cannot write rules that can't be exploited without taking the fun away.</p><p></p><p>I can write emanations so that they trigger only once per round. But then, after being damaged once, enemies can freely move in it...</p><p>Maybe, given the idea, that everything hapoens in the same 6 seconds, this makes sense. But usually at the table people forget this fact and think sequential instead of simultaneous. And so it seems contraintuitive that you can now ignore damaging zones. And it takes away the tactics. </p><p></p><p>If I would write the rules, I would make the hard limit: damage once during your turn. And once in between.</p></blockquote><p></p>
[QUOTE="UngeheuerLich, post: 9496943, member: 59057"] No. That is ok. It is when the whole party starts dragging the same cleric in the same seconds back and forth. That is like realizing, oh, if I can ready an action to give a message to the next guy with the trigger "receiving a message" I can speed it up to light speed given enough persons... No. It is the shared idea of what the boundaries of the rules are in a story telling game as explained in the DMG. You cannot write rules that can't be exploited without taking the fun away. I can write emanations so that they trigger only once per round. But then, after being damaged once, enemies can freely move in it... Maybe, given the idea, that everything hapoens in the same 6 seconds, this makes sense. But usually at the table people forget this fact and think sequential instead of simultaneous. And so it seems contraintuitive that you can now ignore damaging zones. And it takes away the tactics. If I would write the rules, I would make the hard limit: damage once during your turn. And once in between. [/QUOTE]
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