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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Thoughts of a 3E/4E powergamer on starting to play 5E
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<blockquote data-quote="Imaro" data-source="post: 6862246" data-attributes="member: 48965"><p>Well to be fair you haven't actually addressed any of the games that were listed previously... and the ones you are talking about... I am unfamiliar with.</p><p></p><p></p><p></p><p>1. If the gun is the only way to initiate a lethal resolution... is it really a choice or is it just a characteristic of guns?</p><p></p><p>2. I would assume deploying a weapon period would mean there is a chance that an encounter ends with a lethal resolution to the conflict... but are you saying that knives in this game can't kill, but guns can? If so... why?</p><p></p><p></p><p></p><p>This doesn't seem like free-form descriptor to me, which is what the discussion was about... in fact it seems pretty close to D&D, especially since there are older editions where damage was based around class... and newer editions have properties on weapons. </p><p></p><p></p><p></p><p>So the choice of weapon doesn't mechanically in and of itself change anything or do anything mechanically... right? Are there rules for the questions you are asking above or is it adjudication by the GM and/or player group? In other words how is it decided whether tactical genius can be brought to bear? </p><p></p><p></p><p></p><p>Yes but these eliminate the choice of weapon as a factor that was my first point... and I'm assuming (but waiting for a confirmation or negation from you) push the overhead of determining effectiveness or applicability onto the GM and or players... is this correct? If so I don't see how this does anything but support what I stated earlier. </p><p></p><p></p><p></p><p>I disagree (at least in 5e)... there are broad fighting styles, damage differences, feats, restrictions based on classes, properties, style considerations, magic treasures found, situational aspects and so on that, at least IME, don't make this true... unless of course the DM purposefully feeds into this hard specialization... caters to it with treasure placement, encounter makeup and so on.</p></blockquote><p></p>
[QUOTE="Imaro, post: 6862246, member: 48965"] Well to be fair you haven't actually addressed any of the games that were listed previously... and the ones you are talking about... I am unfamiliar with. 1. If the gun is the only way to initiate a lethal resolution... is it really a choice or is it just a characteristic of guns? 2. I would assume deploying a weapon period would mean there is a chance that an encounter ends with a lethal resolution to the conflict... but are you saying that knives in this game can't kill, but guns can? If so... why? This doesn't seem like free-form descriptor to me, which is what the discussion was about... in fact it seems pretty close to D&D, especially since there are older editions where damage was based around class... and newer editions have properties on weapons. So the choice of weapon doesn't mechanically in and of itself change anything or do anything mechanically... right? Are there rules for the questions you are asking above or is it adjudication by the GM and/or player group? In other words how is it decided whether tactical genius can be brought to bear? Yes but these eliminate the choice of weapon as a factor that was my first point... and I'm assuming (but waiting for a confirmation or negation from you) push the overhead of determining effectiveness or applicability onto the GM and or players... is this correct? If so I don't see how this does anything but support what I stated earlier. I disagree (at least in 5e)... there are broad fighting styles, damage differences, feats, restrictions based on classes, properties, style considerations, magic treasures found, situational aspects and so on that, at least IME, don't make this true... unless of course the DM purposefully feeds into this hard specialization... caters to it with treasure placement, encounter makeup and so on. [/QUOTE]
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