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Why Don't We Simplify 5e?
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<blockquote data-quote="Thomas Shey" data-source="post: 8377710" data-attributes="member: 7026617"><p>Let me present a simple case.</p><p></p><p>I'm a moderately armored warrior, of above average strength.</p><p></p><p>How far can I jump? </p><p></p><p>If you wish to tell me I should have no real idea, then we might as well drop this right now, because I consider that patentetly ridiculous. This is a character who has been dependent on his understanding of his physical abilities for his whole professional life (which presumably didn't start yesterday).</p><p></p><p>So. does he know? If the player has to ask the GM every time, I'll state I don't think, in practice, he does in any way that matters; if he does (even with some degree of uncertainty, though most of that is why there's a die roll involved in most such things) <em>that's knowing the mechanics</em>.</p><p></p><p>Similarly, a mage should have pretty good idea how far he can throw his lightning bolt. Again, mechanics.</p><p></p><p></p><p></p><p>The problem is that with the examples presented earlier, they won't know that even if they have the spell. Its not in the spell description, so how could they? The player only has the data he's been presented.</p><p></p><p>Again, you can have the GM answer the question every time, but that gets back to "Is the GM going to be consistent about this with the number of spells even a couple of medium level spellcasters will know in D&D, given the lack of common metrics?" I've expressed my opinion on that.</p><p></p><p></p><p></p><p>No, to me that's proof the GM wants to play bait-and-switch on their understanding of how their world works. I may not know everything about every element of my world, but I can promise you I know good and well the likely range of outcomes of anything relating to my fields of professional expertise, and I wasn't trained in fields that would get me and others killed if I didn't.</p><p></p><p></p><p></p><p>Its arguing because you think it really matters and not understanding it is having you make decisions in the dark. That's not being a nasty troll, that's disagreeing with a GM's assessment of how important it is. And often they're not the only people at the table who think its important (though that can be if its in an area that doesn't apply to them).</p><p></p><p></p><p></p><p>I've seen RNR married to an awful lot of pretty top down views of how the game is to be run. If you haven't, you've been fortunate.</p><p></p><p>And it doesn't have to be a decision that's immediately lethal for the character. How about it changing the situation as the player understands it so the planning he's been doing makes no sense? That can lead to failure or worse down the line even if it isn't immediately lethal, and not just for their character.</p><p></p><p></p><p></p><p>So? Some people like all kinds of things. Doesn't mean they're generically a good idea.</p></blockquote><p></p>
[QUOTE="Thomas Shey, post: 8377710, member: 7026617"] Let me present a simple case. I'm a moderately armored warrior, of above average strength. How far can I jump? If you wish to tell me I should have no real idea, then we might as well drop this right now, because I consider that patentetly ridiculous. This is a character who has been dependent on his understanding of his physical abilities for his whole professional life (which presumably didn't start yesterday). So. does he know? If the player has to ask the GM every time, I'll state I don't think, in practice, he does in any way that matters; if he does (even with some degree of uncertainty, though most of that is why there's a die roll involved in most such things) [I]that's knowing the mechanics[/I]. Similarly, a mage should have pretty good idea how far he can throw his lightning bolt. Again, mechanics. The problem is that with the examples presented earlier, they won't know that even if they have the spell. Its not in the spell description, so how could they? The player only has the data he's been presented. Again, you can have the GM answer the question every time, but that gets back to "Is the GM going to be consistent about this with the number of spells even a couple of medium level spellcasters will know in D&D, given the lack of common metrics?" I've expressed my opinion on that. No, to me that's proof the GM wants to play bait-and-switch on their understanding of how their world works. I may not know everything about every element of my world, but I can promise you I know good and well the likely range of outcomes of anything relating to my fields of professional expertise, and I wasn't trained in fields that would get me and others killed if I didn't. Its arguing because you think it really matters and not understanding it is having you make decisions in the dark. That's not being a nasty troll, that's disagreeing with a GM's assessment of how important it is. And often they're not the only people at the table who think its important (though that can be if its in an area that doesn't apply to them). I've seen RNR married to an awful lot of pretty top down views of how the game is to be run. If you haven't, you've been fortunate. And it doesn't have to be a decision that's immediately lethal for the character. How about it changing the situation as the player understands it so the planning he's been doing makes no sense? That can lead to failure or worse down the line even if it isn't immediately lethal, and not just for their character. So? Some people like all kinds of things. Doesn't mean they're generically a good idea. [/QUOTE]
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