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*Dungeons & Dragons
Tweak Instant Cure spells to fix whack-a-mole
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<blockquote data-quote="AaronOfBarbaria" data-source="post: 6914485" data-attributes="member: 6701872"><p>Yes, right... but it isn't <em>caused</em> by the system.</p><p></p><p>In the example I made I am using smoking as analog for the D&D rules in the book - that being the thing which is the same between your group and mine.</p><p>Then I am using a chipped tooth as analog for the whack-a-mole mentality - that being the thing which your group (apparently) has, and my group does not.</p><p></p><p>That chipping teeth has nothing to do with smoking is precisely why I chose the analog that I did - because having a mindset that wants to exploit a system if that is possible is equally as unrelated to the system itself as chipping teeth is to smoking.</p><p></p><p>Having a smoke doesn't chip your tooth. Being able to get back into a fight after being healed at 0 hp doesn't make you embrace whack-a-mole play. Some other thing is responsible.</p><p></p><p>In the case of chipped teeth, maybe it's eating stale cookies - I've chipped a tooth on one of those before.</p><p></p><p>In the case of being prone to exploiting a game's rules, maybe it's something being done because a related assumption of what is "good" is actually in opposition to what the people involved genuinely would prefer, creating a need to undermine the results of that assumption - or to be clearer, maybe "whack-a-mole" play showing up in the game is a direct result of making each individual encounter have a higher chance of reducing characters to 0 hp than the group would prefer, but they haven't tried toning down each encounter because they assume (possibly even correctly) that they would find easier encounters boring.</p><p></p><p>Heck, I'm not even saying "don't solve the problem" here - I'm just saying "make sure you aren't wrong about what the problem is, because that could make it really hard to actually fix." Calling something a mechanical problem when it isn't doesn't help anyone.</p></blockquote><p></p>
[QUOTE="AaronOfBarbaria, post: 6914485, member: 6701872"] Yes, right... but it isn't [I]caused[/I] by the system. In the example I made I am using smoking as analog for the D&D rules in the book - that being the thing which is the same between your group and mine. Then I am using a chipped tooth as analog for the whack-a-mole mentality - that being the thing which your group (apparently) has, and my group does not. That chipping teeth has nothing to do with smoking is precisely why I chose the analog that I did - because having a mindset that wants to exploit a system if that is possible is equally as unrelated to the system itself as chipping teeth is to smoking. Having a smoke doesn't chip your tooth. Being able to get back into a fight after being healed at 0 hp doesn't make you embrace whack-a-mole play. Some other thing is responsible. In the case of chipped teeth, maybe it's eating stale cookies - I've chipped a tooth on one of those before. In the case of being prone to exploiting a game's rules, maybe it's something being done because a related assumption of what is "good" is actually in opposition to what the people involved genuinely would prefer, creating a need to undermine the results of that assumption - or to be clearer, maybe "whack-a-mole" play showing up in the game is a direct result of making each individual encounter have a higher chance of reducing characters to 0 hp than the group would prefer, but they haven't tried toning down each encounter because they assume (possibly even correctly) that they would find easier encounters boring. Heck, I'm not even saying "don't solve the problem" here - I'm just saying "make sure you aren't wrong about what the problem is, because that could make it really hard to actually fix." Calling something a mechanical problem when it isn't doesn't help anyone. [/QUOTE]
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