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What is the essence of D&D
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<blockquote data-quote="Garthanos" data-source="post: 7807079" data-attributes="member: 82504"><p>Destroying magic items in stories usually seems a big deal... them volcanos and the like come in handy not so much incidental damage on a battlefield (important choices involved)</p><p></p><p>Really says who... (yes I know the gambler and its why you call it a big score and I call it a climactic - it is actually pretty telling)</p><p>Fluke die rolls honestly don't impress me as much as those based on choices remember the game was supposed to be about the player expressing their character through choices (such as what things seem important to the player and character) AND on top of that the class most interested in fighting had the fewest functional tactical and strategic choices IMHO that sucks.</p><p>TBH In the end I want having a <strong>really</strong> climatic effect to not be just because of resource management (it is part of it) but occurring because of a combination of that planning and team work and combining more than one characters abilities and exploiting features of the scene and so on to me that is way more interesting than just an ooh look the plastic said so. (or just the bald faced decision<strong> but even just the decision says something about the character and what the player considers important</strong>). To me things like the 4e slayer or champion in 5e lack expressiveness (and the 5e bm only seems a bit better with kill it fast dominating everything).</p></blockquote><p></p>
[QUOTE="Garthanos, post: 7807079, member: 82504"] Destroying magic items in stories usually seems a big deal... them volcanos and the like come in handy not so much incidental damage on a battlefield (important choices involved) Really says who... (yes I know the gambler and its why you call it a big score and I call it a climactic - it is actually pretty telling) Fluke die rolls honestly don't impress me as much as those based on choices remember the game was supposed to be about the player expressing their character through choices (such as what things seem important to the player and character) AND on top of that the class most interested in fighting had the fewest functional tactical and strategic choices IMHO that sucks. TBH In the end I want having a [B]really[/B] climatic effect to not be just because of resource management (it is part of it) but occurring because of a combination of that planning and team work and combining more than one characters abilities and exploiting features of the scene and so on to me that is way more interesting than just an ooh look the plastic said so. (or just the bald faced decision[B] but even just the decision says something about the character and what the player considers important[/B]). To me things like the 4e slayer or champion in 5e lack expressiveness (and the 5e bm only seems a bit better with kill it fast dominating everything). [/QUOTE]
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