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<blockquote data-quote="Misanthrope Prime" data-source="post: 9832971" data-attributes="member: 6776166"><p>The thing is, we need to have a mechanical and mathematical understanding of "living grass" if you're going to convert that living grass into some mechanical advantage for your character, be it extra spell slots of enhancement to your abilities, whatever. It should logically follow that a single blade of grass and a multi-ton oak would give you different amounts of power if defiled, but as of now there is no way for the logic of the game to differentiate between the two.</p><p></p><p>You can say "when I cast spells the plants around me die", but that's a ribbon and there's nothing stopping you from saying that right now with any spellcasting class, we don't need a whole defiling subclass for a cosmetic change.</p><p></p><p></p><p></p><p>What I'm trying to express here is that RAW, right now, there is no way to quantify the "easy" or "hard" decision; we would have to introduce a new system of logic to the game in order to have players be able to make those choices.</p><p></p><p>If we want players to have to choose between "flargunnow" and "sloobydoop", we must first define flargunnow and sloobydoop, and in so doing, we will have created a dichotomous system of flargunnowness and sloobydoopitude. Likewise, we must first define "living plant" and "dead plant" (or "preserved" and "defiled") in D&D, and once we create those definitions, the system will be assembled from what we define that they are, and are not.</p></blockquote><p></p>
[QUOTE="Misanthrope Prime, post: 9832971, member: 6776166"] The thing is, we need to have a mechanical and mathematical understanding of "living grass" if you're going to convert that living grass into some mechanical advantage for your character, be it extra spell slots of enhancement to your abilities, whatever. It should logically follow that a single blade of grass and a multi-ton oak would give you different amounts of power if defiled, but as of now there is no way for the logic of the game to differentiate between the two. You can say "when I cast spells the plants around me die", but that's a ribbon and there's nothing stopping you from saying that right now with any spellcasting class, we don't need a whole defiling subclass for a cosmetic change. What I'm trying to express here is that RAW, right now, there is no way to quantify the "easy" or "hard" decision; we would have to introduce a new system of logic to the game in order to have players be able to make those choices. If we want players to have to choose between "flargunnow" and "sloobydoop", we must first define flargunnow and sloobydoop, and in so doing, we will have created a dichotomous system of flargunnowness and sloobydoopitude. Likewise, we must first define "living plant" and "dead plant" (or "preserved" and "defiled") in D&D, and once we create those definitions, the system will be assembled from what we define that they are, and are not. [/QUOTE]
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