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Community
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*Pathfinder & Starfinder
White Raven Onslaught Revision
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<blockquote data-quote="TwinBahamut" data-source="post: 4164202" data-attributes="member: 32536"><p>I don't agree. I think this situation of having half the work done is the best possible situation, not the worst. I think you go to far in trying to make two categories of "worldbuilders" who want to make everything themselves and "not worldbuilders" who want everything done for them. I am fairly certain that there are a great many DMs who fall in between (such as myself), who like to take small bits of flavor and possibilities, and run with them to create their own unique thing. I would actually go so far to say that that kind of "take what you get adn run with it" creativity is the most defining and fun part of the DMing experience (at least for me).</p><p></p><p>I am the kind of person who looks at the new Wizard Traditions and sees golden opportunities that I have never even considered in D&D. The very existence of Wizardly traditions opens amazing doors that completely and irreversibly change my entire mental image of Wizards for the better. I am overwhelmingly happy that WotC is including stuff like that in 4E, and most of my excitement would be lost if WotC created overly strict links between such things and any particular setting element.</p><p></p><p>As such, I guess I am a counter-example to your logical assumption that it makes no one happy. Sorry.</p><p></p><p>What is wrong with that? If you ask me, that is half of the fun of it all. A character should know what their abilities are called. People name stuff; it is part of human nature. Heck, my twin brother named some of his favorite spell/smite combos when he was playing a Paladin in our Eberron campaign. In real life martial arts, most stances and techniques of any importance have a specific name (if nothing else, giving such things names makes it a lot easier to have discussions about specific moves). What is more, every spell in the history of D&D has had a name, and I have never had a problem with the characters themselves knowing the names of their spells. Whether you describe names like White Raven Onslaught as something being taught to the PC by his master, or as a name the PC thought up himself, I see no reason for it to <em>not</em> exist in the game.</p><p></p><p>However, I don't accept the argument that they should leaves name generic so "DMs can think up creative ones for themselves". That is just too much work for too little benefit. The burden for the hard parts of creativity should be on the designers, not DMs, and giving good names to things is one of the hard parts.</p></blockquote><p></p>
[QUOTE="TwinBahamut, post: 4164202, member: 32536"] I don't agree. I think this situation of having half the work done is the best possible situation, not the worst. I think you go to far in trying to make two categories of "worldbuilders" who want to make everything themselves and "not worldbuilders" who want everything done for them. I am fairly certain that there are a great many DMs who fall in between (such as myself), who like to take small bits of flavor and possibilities, and run with them to create their own unique thing. I would actually go so far to say that that kind of "take what you get adn run with it" creativity is the most defining and fun part of the DMing experience (at least for me). I am the kind of person who looks at the new Wizard Traditions and sees golden opportunities that I have never even considered in D&D. The very existence of Wizardly traditions opens amazing doors that completely and irreversibly change my entire mental image of Wizards for the better. I am overwhelmingly happy that WotC is including stuff like that in 4E, and most of my excitement would be lost if WotC created overly strict links between such things and any particular setting element. As such, I guess I am a counter-example to your logical assumption that it makes no one happy. Sorry. What is wrong with that? If you ask me, that is half of the fun of it all. A character should know what their abilities are called. People name stuff; it is part of human nature. Heck, my twin brother named some of his favorite spell/smite combos when he was playing a Paladin in our Eberron campaign. In real life martial arts, most stances and techniques of any importance have a specific name (if nothing else, giving such things names makes it a lot easier to have discussions about specific moves). What is more, every spell in the history of D&D has had a name, and I have never had a problem with the characters themselves knowing the names of their spells. Whether you describe names like White Raven Onslaught as something being taught to the PC by his master, or as a name the PC thought up himself, I see no reason for it to [i]not[/i] exist in the game. However, I don't accept the argument that they should leaves name generic so "DMs can think up creative ones for themselves". That is just too much work for too little benefit. The burden for the hard parts of creativity should be on the designers, not DMs, and giving good names to things is one of the hard parts. [/QUOTE]
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