I've gone into it with him, it's all his own definitions, but they add up to some uncompromising internal consistency, indeed, that's kinda the core of the ethos - the imagined world must be /real/.Also Saelorn clearly doesn't understand what "meta-gaming" or "role-playing" actually mean and so his OneTrueWayism doesn't even make much sense in its own context..
Not sure they will see this if they have you Ignored.
I'm not so much still arguing against his point (because I don't see his posts), but responding to people who have quoted him. Speaking of ignore lists, I'm still trying to figure how since I've had Tony on mine for a long time, he keeps quoting me.
It may be because I tend to DM for new players, but being extremely conscious of the abilities of the characters (and the players!) is absolutely vital to a successful adventure design. Of course, this includes options for teaching moments, situations designed to stretch their thinking and imagination to resolve challenging encounters. And I of course always leave room for them to surprise me, because new players are still players and players surprise DMs, that's sort of their shtick.
[MENTION=22779]Hussar[/MENTION] I think tha answer to that depends on whether the other player's have magic weapons or not. It's one thing to be at a disadvantage, it's another thing to be at a disadvantage when no one else is.
I would never run a pre-written module. Without having created the world or its NPCs for myself, I would not have confidence in my ability to adjudicate uncertainty whenever the players deviate from the script.
You can view any post if you open the thread in a private window, and then you can copy+paste back into a public window. It's kind of a pain, but sometimes people have too much time on their hands. Or you could just manually enter the [Quote= format, I guess.I don't know the mechanics of the quote system, so I have no idea. Perhaps there is some trick to quoting people through other peoples quotes?
Sounds like the least part is still pretty substantial.Yeah, and I personally think that 5e does a good job of that, for the most part. Every class that isn't primarily a spell caster still needs a decent subclass or variant feature or whatever that presents the player with manuevers of some kind, or some other interesting "moving parts" mechanic that isn't magical. Or at least isn't spells.
Can't imagine that every happening, nor the rest of your post, but I've been wrong before, and it's a positive vision, not just bitching at the current ed that it's wrongbadfun and burning books, so good on you.Actually, I think what the game could use, in that vein, is a large suite of maneuvers, talents, whatever, that are balanced in comparison to spells, but not design to mimic spells. Ie, balanced like 4e martial powers. Perhaps a looser organization than spells, and a system of limitation more similar to Ki than to spell points.
However the exact design looks, it would be a system which can replace, in one swell foop, the spellcasting of a class or subclass. It would have stuff appropriate to the ranger, fighter, rogue, and even monk and paladin. Some would be good for any weapon user, some would be specific to a class. BM fighters would be able to choose them instead of it's existing system, and they would cover all the actions provided therein.
You can have faith in things other than a deity?You might ask, "Paladins? What is the point of a spell-less Paladin?"
What answer were you expecting? I thought all of my positions were transparently consistent, so if I said something unexpected, then I might need to re-evaluate something.Hmm...not the answer I was expecting. Carry on.

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