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Tumble problems
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<blockquote data-quote="Scurvy_Platypus" data-source="post: 5550651" data-attributes="member: 43283"><p>I understand that. My point though is that appear to have leapt to the assumption that D&D is a "tolkien-esque universe" and therefore the Tumble skill feels out of place to you. I'm saying that's not the case; lots of people are obsessed with gritty D&D, but that doesn't mean it's what the _game_ is about. Either in a mechanical sense (by being super deadly) or in an in-game/in-fiction sense (look at the types of spells and the proliferation of magic items).</p><p></p><p>D&D can be run/played a variety of ways. You can even turn around and have a game that's focused on pure politics. The ability to warp the way you run/play the game has little to do with the built-in assumptions of the rules. That's my primary point. Tumble fits the assumptions of the D&D rules and the "implied setting" of the game; it's not Braveheart, it's not Conan, it's not Fafhrd & Grey Mouser, it's not Elric, and it's not 300 or Prince of Persia either.</p><p></p><p>It's really its own strange little thing that people then drift to match their own sensibilities. As a sidenote, this is part of the problem that some people have with 4E; the game is _much_ more specific and focused in its assumptions about characters, what they do, what the world is, etc. It's much harder to drift the game to match assumptions other than the game's inherent ones.</p><p></p><p>So for example, you can run a political-focused game in 3.x, despite the fact that it's got really poor support for anything other than killing things and taking their stuff. But you _can_ do it, it's just going to take some extra work on the part of the GM. 4E is much more difficult because of the laser-like focus of character capabilities.</p><p></p><p>*shrug*</p><p></p><p>If it's a problem, just remove the skill. Slapping all kinds of modifiers and other stuff on it is simply saying, "I don't want you using this skill" without simply stepping up and telling players that. Leaving the skill in and hitting people with a bunch of requirements and modifiers in the name of "realism" is an awful lot like putting a piece of meat in front of a cat and then smacking it everytime it reaches for it; cruel, unnecessary, and counter-productive. In my opinion.</p><p></p><p>But like you said... different strokes and all that. *shrug*</p></blockquote><p></p>
[QUOTE="Scurvy_Platypus, post: 5550651, member: 43283"] I understand that. My point though is that appear to have leapt to the assumption that D&D is a "tolkien-esque universe" and therefore the Tumble skill feels out of place to you. I'm saying that's not the case; lots of people are obsessed with gritty D&D, but that doesn't mean it's what the _game_ is about. Either in a mechanical sense (by being super deadly) or in an in-game/in-fiction sense (look at the types of spells and the proliferation of magic items). D&D can be run/played a variety of ways. You can even turn around and have a game that's focused on pure politics. The ability to warp the way you run/play the game has little to do with the built-in assumptions of the rules. That's my primary point. Tumble fits the assumptions of the D&D rules and the "implied setting" of the game; it's not Braveheart, it's not Conan, it's not Fafhrd & Grey Mouser, it's not Elric, and it's not 300 or Prince of Persia either. It's really its own strange little thing that people then drift to match their own sensibilities. As a sidenote, this is part of the problem that some people have with 4E; the game is _much_ more specific and focused in its assumptions about characters, what they do, what the world is, etc. It's much harder to drift the game to match assumptions other than the game's inherent ones. So for example, you can run a political-focused game in 3.x, despite the fact that it's got really poor support for anything other than killing things and taking their stuff. But you _can_ do it, it's just going to take some extra work on the part of the GM. 4E is much more difficult because of the laser-like focus of character capabilities. *shrug* If it's a problem, just remove the skill. Slapping all kinds of modifiers and other stuff on it is simply saying, "I don't want you using this skill" without simply stepping up and telling players that. Leaving the skill in and hitting people with a bunch of requirements and modifiers in the name of "realism" is an awful lot like putting a piece of meat in front of a cat and then smacking it everytime it reaches for it; cruel, unnecessary, and counter-productive. In my opinion. But like you said... different strokes and all that. *shrug* [/QUOTE]
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