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What D&Disms have you never liked?
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<blockquote data-quote="Silvercat Moonpaw" data-source="post: 5110865" data-attributes="member: 46652"><p>I could say I dislike the slot system spellcasting, but actually what bugs me about it is how you must rest to recharge yet there is no gradual fatigue as you use it or no partial recovery if you only rest part of the required time. The latter being more important as it just doesn't compute for me. If the single-time recharge were kept I'd much rather it be based on something that makes more sense like spells only recharge at one time in the day.</p><p></p><p>For Alignment what doesn't work is, in any given situation, either the elementalness of it OR creatures made of that elemental alignment bothering with alignment. The former just means Good, Evil, etc. being objective universal forces with tangibility; it's just a philosophical objection. The latter, however, is based on my feeling that morality is done based on a quest for a certainty of the nature of the universe by the possessor of said morality. But a being that's innately connected to a big moral force <em>wouldn't</em> have that uncertainty and thus wouldn't have the need to do the seeking and be moral. They'd actually be <em>less</em> (or even not) Good or Evil compared to a creature not made out of solid morality.</p><p></p><p>Another thing that bugs me is the amount of different options characters are assumed to rely upon after a certain point. Mages are assumed to know too many different spells, everyone is assumed to be armed with all the proper magic items. Resources have to be properly managed throughout the day and adventure to advance without problem. I just find stories odd that expect this level of obsessive preparedness and competency from their heroes. I'd much rather the system be designed to account for the impulsive/overconfident and half-trained/experienced, who are much more fun to play.</p></blockquote><p></p>
[QUOTE="Silvercat Moonpaw, post: 5110865, member: 46652"] I could say I dislike the slot system spellcasting, but actually what bugs me about it is how you must rest to recharge yet there is no gradual fatigue as you use it or no partial recovery if you only rest part of the required time. The latter being more important as it just doesn't compute for me. If the single-time recharge were kept I'd much rather it be based on something that makes more sense like spells only recharge at one time in the day. For Alignment what doesn't work is, in any given situation, either the elementalness of it OR creatures made of that elemental alignment bothering with alignment. The former just means Good, Evil, etc. being objective universal forces with tangibility; it's just a philosophical objection. The latter, however, is based on my feeling that morality is done based on a quest for a certainty of the nature of the universe by the possessor of said morality. But a being that's innately connected to a big moral force [i]wouldn't[/i] have that uncertainty and thus wouldn't have the need to do the seeking and be moral. They'd actually be [i]less[/i] (or even not) Good or Evil compared to a creature not made out of solid morality. Another thing that bugs me is the amount of different options characters are assumed to rely upon after a certain point. Mages are assumed to know too many different spells, everyone is assumed to be armed with all the proper magic items. Resources have to be properly managed throughout the day and adventure to advance without problem. I just find stories odd that expect this level of obsessive preparedness and competency from their heroes. I'd much rather the system be designed to account for the impulsive/overconfident and half-trained/experienced, who are much more fun to play. [/QUOTE]
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