Funny, your psychiatrist was just saying the same thing...(I am large, I contain multitudes.)![]()
Funny, your psychiatrist was just saying the same thing...(I am large, I contain multitudes.)![]()
She's just fat-phobic.Funny, your psychiatrist was just saying the same thing...
This is not a well-founded argument. The designers of the classic era failed to cope with many possibilities for their games; players of the time did not regard designer methods or choices as definitions of what the game should be. More recent editions of D&D have been more and more prescriptive about what they're intended for. That's why people dating from the classic era often still play the classic games. They aren't so prescriptive, or so limiting.... even the designers of the game didn't seem to think that was important the moment it was inconvenient ...
This is not a well-founded argument. The designers of the classic era failed to cope with many possibilities for their games; players of the time did not regard designer methods or choices as definitions of what the game should be. More recent editions of D&D have been more and more prescriptive about what they're intended for. That's why people dating from the classic era often still play the classic games. They aren't so prescriptive, or so limiting.
So you played in 1974-'76? Cause 1977 or so is when the first NPC classes were released.Even accepting that (and I'll note I played my biggest piece of D&D proper when it didn't have NPC classes in any meaningful way), as I've noted, this thread is not just about D&D.
The 6 classes of Jedi in F&D are linked to the 6 forms and three major and 3 minor Jedi Archetypes from the SWEU fiction... and all are terms used in the fiction.I've been learning the Fantasy Flight Star Wars game recently, though I haven't played it, and there most the classes (careers) line up with terminology which would be used in universe (ie: "he's a smuggler", "she's a diplomat") but in order to have multiple Jedi classes they seem to have gotten away from this a bit in the Force and Destiny book. I would note, however, that the striking thing here is that since it is a game really intended for (variations on) one well-established setting the sense of what is true in the setting players have is going to have a lot more impact, and they clearly designed the classes to lean into being compatible for diagetic use as much as possible.
HP represents the toughness of a creature. It's a not the most realistic representation -- but it still has a clear referent. This take matches the definition in the 5e books. Your view is radicalWhat are HP if not a pacing tool?
No, not every timer is a Clock. You're missing the point of Clocks and not giving the mechanic enough credit hereHow many rations do you have? That's another day of travel, be sure to mark your rations. That's a clock.
How many arrows do you have? That's another two attacks with your bow, be sure to mark your arrows. That's a clock.
Pick a thing in the world that's measurable and changes, i.e. goes up, goes down, goes up and down, etc. Mechanically, that's a clock. Hell, the DMG uses clocks for loyalty and renown. Again, the only difference between clocks and HP is D&D players are more used to HP than clocks, despite HP, rations, arrows, time, levels, fires, structural integrity of buildings, etc all being different kinds of clocks.
(Last question being "Can something that is an abstraction be counted as diagetic.")I think the answer to that last question is obviously not. By definition, whatever event or thing occurs or exists in the fiction itself will be its own concrete self, and not an abstracted representation of itself.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.