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What does balance mean to you?
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<blockquote data-quote="KarinsDad" data-source="post: 7161745" data-attributes="member: 2011"><p>First off, I totally agree with your last sentence here and understand why that is.</p><p></p><p></p><p>But, I view it like I view bad drivers. They might not necessarily be doing something wrong at the moment, but just based on what they are doing, one knows to avoid them. Sure enough, a few minutes later, said driver cuts someone off or something.</p><p></p><p></p><p>It does seem to be subjective and more of a feeling, although some of it is based on things like logical fallacies, convoluted examples which seem to try to twist expectations to the mechanics of the rules as opposed to explaining why the rule matches expectation, etc. And I have to say right out that 5E is, IMO, the best version of D&D out there with the best rules. For the most part. I also don't think that everyone does this, more like maybe 10%. Like Tony said, the edition defensiveness is not that pronounced in this version like previous versions (especially 3E through 4E, but that just might be when the Internet started blooming).</p><p></p><p></p><p>But to give you an example (maybe a poor one in your mind) , let's look at Prone vs. Sharpshooter.</p><p></p><p>A Sharpshooter elf with a bow can shoot 300 feet (or 20 feet or however long) and hit a guy hanging out behind a tree, just because the guy only has 3/4ths cover and the top of his head is sticking out watching the elf shoot the bow. No penalty.</p><p></p><p>A Sharpshooter elf with a bow cannot shoot a prone foe 15 feet away without disadvantage. Both foes are just as alert. Both foes have the same AC. Everything is the same except for the game mechanics.</p><p></p><p></p><p>There are few good arguments as to why this makes sense (I actually cannot think of any). It's purely an artifact of multiple different mechanics being in play.</p><p></p><p>Except for the positioning of his body, the prone guy is a relatively larger target. He should have a more difficult time avoiding an arrow since it travels in the air for a shorter time and because he is not standing up where he has more body control, etc. My expectations is that he should be easier to hit.</p><p></p><p>Instead, he is harder to hit.</p><p></p><p></p><p>The rules here do not support, at least in my mind, a framework that matches my expectations of game world physics. So arguments to the contrary appear to be contrived, or merely arguments to argue, or arguments in defense of the game mechanics.</p><p></p><p>The rules, in this case, do not model my expectations. They are merely rules that seem to conflict from an immersive POV. I am ok using these rules as is because they are not important enough to houserule (we've only ever had one Sharpshooter PC and she did not question it), but they seem lacking.</p><p></p><p></p><p>Ditto for things like Mirror Image which some people think do not model their expectations. Some types of attacks pop an image, others do not solely from a mechanical reason, not from an immersive or plausibility reason. Granted in this case, we are talking magic. But, even so. It still seems like mechanics artifacts solely for the sake of mechanics.</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 7161745, member: 2011"] First off, I totally agree with your last sentence here and understand why that is. But, I view it like I view bad drivers. They might not necessarily be doing something wrong at the moment, but just based on what they are doing, one knows to avoid them. Sure enough, a few minutes later, said driver cuts someone off or something. It does seem to be subjective and more of a feeling, although some of it is based on things like logical fallacies, convoluted examples which seem to try to twist expectations to the mechanics of the rules as opposed to explaining why the rule matches expectation, etc. And I have to say right out that 5E is, IMO, the best version of D&D out there with the best rules. For the most part. I also don't think that everyone does this, more like maybe 10%. Like Tony said, the edition defensiveness is not that pronounced in this version like previous versions (especially 3E through 4E, but that just might be when the Internet started blooming). But to give you an example (maybe a poor one in your mind) , let's look at Prone vs. Sharpshooter. A Sharpshooter elf with a bow can shoot 300 feet (or 20 feet or however long) and hit a guy hanging out behind a tree, just because the guy only has 3/4ths cover and the top of his head is sticking out watching the elf shoot the bow. No penalty. A Sharpshooter elf with a bow cannot shoot a prone foe 15 feet away without disadvantage. Both foes are just as alert. Both foes have the same AC. Everything is the same except for the game mechanics. There are few good arguments as to why this makes sense (I actually cannot think of any). It's purely an artifact of multiple different mechanics being in play. Except for the positioning of his body, the prone guy is a relatively larger target. He should have a more difficult time avoiding an arrow since it travels in the air for a shorter time and because he is not standing up where he has more body control, etc. My expectations is that he should be easier to hit. Instead, he is harder to hit. The rules here do not support, at least in my mind, a framework that matches my expectations of game world physics. So arguments to the contrary appear to be contrived, or merely arguments to argue, or arguments in defense of the game mechanics. The rules, in this case, do not model my expectations. They are merely rules that seem to conflict from an immersive POV. I am ok using these rules as is because they are not important enough to houserule (we've only ever had one Sharpshooter PC and she did not question it), but they seem lacking. Ditto for things like Mirror Image which some people think do not model their expectations. Some types of attacks pop an image, others do not solely from a mechanical reason, not from an immersive or plausibility reason. Granted in this case, we are talking magic. But, even so. It still seems like mechanics artifacts solely for the sake of mechanics. [/QUOTE]
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