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Why Don't We Simplify 5e?
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<blockquote data-quote="overgeeked" data-source="post: 8377339" data-attributes="member: 86653"><p>To quote you, this is bluntly nonsense. No one in the world has the perfect, encyclopedic understanding of the rules they live by that are provided by the game book the players at the table read. Especially if we're talking about a faux-medieval world like the ones presented in most fantasy games. The people in the world would know basic stuff, sure. But they would know nothing about the game's mechanics.</p><p></p><p>A character would know they're hurt, they might know they feel like they're dying...but they wouldn't know what hit points are and they certainly wouldn't be able to make tactical decisions based on that knowledge. Your character won't know the details of a spell and how it works, for example, unless they learned that spell or happened to have studied about it (arcana check). They wouldn't know if a wizard lock worked on a daemon, for example...unless the wizard who taught it to them knew that, etc. </p><p></p><p>It's also telling that so many of the wizards and sorcerers in the world just happen to have only the best spells. Isn't that odd. You'd think that a character living in the world...some character...somewhere...would have picked a bad spell up along the way. And if generation after generation of wizards only pick the best spells, the rest would be lost to time. </p><p></p><p>Like I said, players don't need to know the rules. If the player alters their decisions for their character based on the rules of the game, that's proof they shouldn't know the rules. Play your character as if they're a living person in this world. People behave and act quite differently than the player characters.</p><p></p><p>That's arguing until you win because you know you're right so screw the game and everyone else at the table...I'm right dammit...territory. I will argue until I feel like not arguing any more. Jesus. That's legit someone with the argumentative flaw. What kind of nasty trolls have you played with?</p><p></p><p>That's odd to me as it's a fairly common practice in a lot of ultra-light play. Default to the GM, but if someone digs in, roll off. Because the game is the thing. Actually playing. Not sitting around arguing about playing. Again, unless the GM's call is going to kill your character and you don't agree with that outcome, most arguments are pointless nonsense. Unless it comes up in play, it doesn't matter. And we don't need to have rules that cover everything or worry about every situation a spell could possibly be used in up front. What a nightmare.</p><p></p><p>For some people, maybe. Others loved it and never stopped using it.</p></blockquote><p></p>
[QUOTE="overgeeked, post: 8377339, member: 86653"] To quote you, this is bluntly nonsense. No one in the world has the perfect, encyclopedic understanding of the rules they live by that are provided by the game book the players at the table read. Especially if we're talking about a faux-medieval world like the ones presented in most fantasy games. The people in the world would know basic stuff, sure. But they would know nothing about the game's mechanics. A character would know they're hurt, they might know they feel like they're dying...but they wouldn't know what hit points are and they certainly wouldn't be able to make tactical decisions based on that knowledge. Your character won't know the details of a spell and how it works, for example, unless they learned that spell or happened to have studied about it (arcana check). They wouldn't know if a wizard lock worked on a daemon, for example...unless the wizard who taught it to them knew that, etc. It's also telling that so many of the wizards and sorcerers in the world just happen to have only the best spells. Isn't that odd. You'd think that a character living in the world...some character...somewhere...would have picked a bad spell up along the way. And if generation after generation of wizards only pick the best spells, the rest would be lost to time. Like I said, players don't need to know the rules. If the player alters their decisions for their character based on the rules of the game, that's proof they shouldn't know the rules. Play your character as if they're a living person in this world. People behave and act quite differently than the player characters. That's arguing until you win because you know you're right so screw the game and everyone else at the table...I'm right dammit...territory. I will argue until I feel like not arguing any more. Jesus. That's legit someone with the argumentative flaw. What kind of nasty trolls have you played with? That's odd to me as it's a fairly common practice in a lot of ultra-light play. Default to the GM, but if someone digs in, roll off. Because the game is the thing. Actually playing. Not sitting around arguing about playing. Again, unless the GM's call is going to kill your character and you don't agree with that outcome, most arguments are pointless nonsense. Unless it comes up in play, it doesn't matter. And we don't need to have rules that cover everything or worry about every situation a spell could possibly be used in up front. What a nightmare. For some people, maybe. Others loved it and never stopped using it. [/QUOTE]
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