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<blockquote data-quote="Tav_Behemoth" data-source="post: 4988407" data-attributes="member: 18017"><p>I agree with the OP that the concept of attacks vs. different defenses are a simple and intuitive way to resolve conflict. It's easy for everyone to agree that a fear spell or a sanity-blasting apparition is an attack vs. Will, while a poison or a stinking cloud spell is an attack vs. Fort.</p><p></p><p>I like DMG p. 42; it's great to see explicit guidelines for "how do you resolve things on the fly?"</p><p></p><p>I like the way that the math of magic items has been simplified from 3E and made easier to strip out so that you could run a low-magic game (or one in which magic items are common but dangerous and unpredictable, like many early-edition games). Previous editions hid this away - 3E's Vow of Poverty rules or the distribution of magic items as treasure in the random charts of TSR editions - and thus made this design element harder to examine and change.</p></blockquote><p></p>
[QUOTE="Tav_Behemoth, post: 4988407, member: 18017"] I agree with the OP that the concept of attacks vs. different defenses are a simple and intuitive way to resolve conflict. It's easy for everyone to agree that a fear spell or a sanity-blasting apparition is an attack vs. Will, while a poison or a stinking cloud spell is an attack vs. Fort. I like DMG p. 42; it's great to see explicit guidelines for "how do you resolve things on the fly?" I like the way that the math of magic items has been simplified from 3E and made easier to strip out so that you could run a low-magic game (or one in which magic items are common but dangerous and unpredictable, like many early-edition games). Previous editions hid this away - 3E's Vow of Poverty rules or the distribution of magic items as treasure in the random charts of TSR editions - and thus made this design element harder to examine and change. [/QUOTE]
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