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What is the essence of D&D
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<blockquote data-quote="Garthanos" data-source="post: 7815956" data-attributes="member: 82504"><p>Thing is we were discussing how at a big level the level of adventure and broad challenge resolution that didnt change.</p><p></p><p>To me it means I have to adjudicate many many more actions and honestly making sure an improvised thing doesn't step all over things defined elsewhere in the system and is reasonably balanced with them is not exactly easy AND that is something DMs have demonstrably failed at since forever.</p><p></p><p>I have seen it on here with DM posters declaring near impossible difficulty for things that were demonstrably inferior to a situational level 1 spell... and another declared a slight variation of it as easy. *because one allowed a reaction to effectively be earlier rather than later. (the level one spell affected the entire party where as an acrobatic technique breaking an allies fall - or interrupting it entirely in the faster reaction case was declared EPIC). The it costs a resource how valuable is that cost????? is very good at hiding value. Its not generally even super valuable to be able to break fall "constantly" but stopping a party wide plummet from wrecking everyones day when you need it?. 4e provided consistency of resources that made it easier across the board for system design and dms like myself to adjudicate in improvised ways</p><p></p><p>To me they took away tools and made the DM job harder and force me to concentrate on "bit fiddling" instead of bigger picture things...no how far can the character jump (beyond and overly mundane basic amount) should not require I be hunting through monk specialty rules and spells to decide but for it to be balanced with the capabilities of the caster crowd it needs to take them into consideration that is why system answers seem better to me.</p><p></p><p>And unlike 3e the rules were concisely modular and clearly expressed so that again it was not DM spending his time looking up overly complex rules or interpreting many many paragraphs of natural language.</p></blockquote><p></p>
[QUOTE="Garthanos, post: 7815956, member: 82504"] Thing is we were discussing how at a big level the level of adventure and broad challenge resolution that didnt change. To me it means I have to adjudicate many many more actions and honestly making sure an improvised thing doesn't step all over things defined elsewhere in the system and is reasonably balanced with them is not exactly easy AND that is something DMs have demonstrably failed at since forever. I have seen it on here with DM posters declaring near impossible difficulty for things that were demonstrably inferior to a situational level 1 spell... and another declared a slight variation of it as easy. *because one allowed a reaction to effectively be earlier rather than later. (the level one spell affected the entire party where as an acrobatic technique breaking an allies fall - or interrupting it entirely in the faster reaction case was declared EPIC). The it costs a resource how valuable is that cost????? is very good at hiding value. Its not generally even super valuable to be able to break fall "constantly" but stopping a party wide plummet from wrecking everyones day when you need it?. 4e provided consistency of resources that made it easier across the board for system design and dms like myself to adjudicate in improvised ways To me they took away tools and made the DM job harder and force me to concentrate on "bit fiddling" instead of bigger picture things...no how far can the character jump (beyond and overly mundane basic amount) should not require I be hunting through monk specialty rules and spells to decide but for it to be balanced with the capabilities of the caster crowd it needs to take them into consideration that is why system answers seem better to me. And unlike 3e the rules were concisely modular and clearly expressed so that again it was not DM spending his time looking up overly complex rules or interpreting many many paragraphs of natural language. [/QUOTE]
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