CapnZapp
Legend
Tell that to the official OOTA designers.Sounds like a good reason to use great caution when choosing which optional rules to add to your game.
Tell that to the official OOTA designers.Sounds like a good reason to use great caution when choosing which optional rules to add to your game.
Feel free to explain your point.Followed immediately by even greater caution when choosing frightful creatures/situations designed to force those "impossible madness checks"...
Why? They aren't the one making the choice that gets those rules in-play at the table.Tell that to the official OOTA designers.
Wow, now you're reduced to making the "The DM can always remove any rule" defense. That surely must be your last straw?Why? They aren't the one making the choice that gets those rules in-play at the table.
Oh great. Now there are no reason to ever try to hold a designer to a bad rule ever again!If you get worked up about making players have to attempt impossible checks, easy solution: Don't put their characters in situations where they are forced to do so.
Why not simply agree "yes it would have been (even) better if when you pick up the dice to make a DC 23 save you have an actual chance of making that save?"
That's not what I have done.Why insist on clambering to the belief the designers can do no wrong?
If the game is designed such that PCs may find themselves in situations where a particular save cannot succeed for them, and many tables handle that just fine, you cannot call that "bad rules". You can call it "bad for you." But you just tried to categorize your personal preferences as objective fact. Not cool.Oh great. Now there are no reason to ever try to hold a designer to a bad rule ever again!

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.