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General Tabletop Discussion
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Why do so many DMs use the wrong rules for invisibility?
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<blockquote data-quote="ThePolarBear" data-source="post: 7020254" data-attributes="member: 6857451"><p>This is not the point i'm making (referring to "1"), nor it does address my response to your point. It's not about how to deal with darkness, it's about what are the pratical effect on the gameplay of said darkness patch. Having people roll at "normal" level when all the fighting is inside the heavily obscured area does speed up the gameplay over rolling with any sort of disadvantage since said disadvantage is applied to everyone involved. Applying a malus would slow down the game for everyone and that's it. The end results would still be the same for the great majority of situations with just more time invested. What you gain in speed you lose in realism you say... but that it's true for ALL of the adv/dis system, not for darkness in particular. In fact, darkness is the one place where i do sort of kind of see a reason to be this way and working kind of sort reasonably realisticly.</p><p></p><p>How realistic is that a prone creature can make itself as difficult as it can be to be hit just by dodging, no matter in how advantageous of a situation his melee opponent is in?</p><p></p><p>5e does not bother with this mechanically over a certain point. It leaves to DMs that are unsatisfied with the current state of affairs to find their own answers to have the best time they can with the game, while providing a somewhat simple structure of rules that are quite easy to be picked up fast to play.</p><p></p><p>Personally having a "everyone" wide malus would bring nothing to the table, and might as well not be there.</p><p></p><p>Yeah, that might have been a bad call. Personally, i do not feel the need to make anything more complex than it is right now for now. Prehaps in the future. There are things that i would like to change, but for now it's mostly skills (or better, how some "powers" interact with skills).</p></blockquote><p></p>
[QUOTE="ThePolarBear, post: 7020254, member: 6857451"] This is not the point i'm making (referring to "1"), nor it does address my response to your point. It's not about how to deal with darkness, it's about what are the pratical effect on the gameplay of said darkness patch. Having people roll at "normal" level when all the fighting is inside the heavily obscured area does speed up the gameplay over rolling with any sort of disadvantage since said disadvantage is applied to everyone involved. Applying a malus would slow down the game for everyone and that's it. The end results would still be the same for the great majority of situations with just more time invested. What you gain in speed you lose in realism you say... but that it's true for ALL of the adv/dis system, not for darkness in particular. In fact, darkness is the one place where i do sort of kind of see a reason to be this way and working kind of sort reasonably realisticly. How realistic is that a prone creature can make itself as difficult as it can be to be hit just by dodging, no matter in how advantageous of a situation his melee opponent is in? 5e does not bother with this mechanically over a certain point. It leaves to DMs that are unsatisfied with the current state of affairs to find their own answers to have the best time they can with the game, while providing a somewhat simple structure of rules that are quite easy to be picked up fast to play. Personally having a "everyone" wide malus would bring nothing to the table, and might as well not be there. Yeah, that might have been a bad call. Personally, i do not feel the need to make anything more complex than it is right now for now. Prehaps in the future. There are things that i would like to change, but for now it's mostly skills (or better, how some "powers" interact with skills). [/QUOTE]
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Why do so many DMs use the wrong rules for invisibility?
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