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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="pemerton" data-source="post: 6862561" data-attributes="member: 42582"><p>This example of a "vow" doesn't generate any sort of mechanical disadvantage or burden on the player. I think that's a sufficient basis for drawing a distinction.</p><p></p><p>I thought we were meant to be into <em>rulings rather than rules</em>!</p><p></p><p>This really just takes us back to the bigger issue: why does <em>combat</em> need detailed rules (eg weapon damage rules, facing rules, reach rules, etc) but talking, climbing etc have a rules framework that occupies not much more than half-a-column of text (the GM settles on certainty or uncertainty, if the latter sets a DC, then a skill check is made). If adjudication of fictional positioning is good enough for the latter, I just don't see why it's an inherent problem for the former.</p><p></p><p>Climbing a cliff can be as complex as fighting an orc - and is unlikely to devolve into violence - yet in D&D it has almost always been resolved via a single die roll. You haven't given any reason why combat demands to be anything but an opposed check.</p><p></p><p> [MENTION=6696971]Manbearcat[/MENTION] addressed MHRP directly (Cortex+).</p><p></p><p>The weight of choice is moved from mechanical minutiae to fiction and framing. Again, I find it odd to have that dismissed as exemplifying a lack of weight in a thread where the OP has repeatedly been lectured about caring <em>too much</em> about mechanics.</p><p></p><p>Agreed. The meaning, in this context, is the dramatic arc around vengeance. The implicit suggestion that that arc is more dramatic if the weapon is a dagger or shortsword rather than a longsword or rapier seems unwarranted to me too.</p></blockquote><p></p>
[QUOTE="pemerton, post: 6862561, member: 42582"] This example of a "vow" doesn't generate any sort of mechanical disadvantage or burden on the player. I think that's a sufficient basis for drawing a distinction. I thought we were meant to be into [I]rulings rather than rules[/I]! This really just takes us back to the bigger issue: why does [I]combat[/I] need detailed rules (eg weapon damage rules, facing rules, reach rules, etc) but talking, climbing etc have a rules framework that occupies not much more than half-a-column of text (the GM settles on certainty or uncertainty, if the latter sets a DC, then a skill check is made). If adjudication of fictional positioning is good enough for the latter, I just don't see why it's an inherent problem for the former. Climbing a cliff can be as complex as fighting an orc - and is unlikely to devolve into violence - yet in D&D it has almost always been resolved via a single die roll. You haven't given any reason why combat demands to be anything but an opposed check. [MENTION=6696971]Manbearcat[/MENTION] addressed MHRP directly (Cortex+). The weight of choice is moved from mechanical minutiae to fiction and framing. Again, I find it odd to have that dismissed as exemplifying a lack of weight in a thread where the OP has repeatedly been lectured about caring [I]too much[/I] about mechanics. Agreed. The meaning, in this context, is the dramatic arc around vengeance. The implicit suggestion that that arc is more dramatic if the weapon is a dagger or shortsword rather than a longsword or rapier seems unwarranted to me too. [/QUOTE]
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Thoughts of a 3E/4E powergamer on starting to play 5E
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