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Why Don't We Simplify 5e?
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<blockquote data-quote="Cadence" data-source="post: 8378091" data-attributes="member: 6701124"><p>Nitrobenzene, sure. Aqua regia was discovered in 800 AD. I was using chlorine gas as whatever green dragons breathe since it felt we were being a bit old school - change it to green dragon's breath. Orange juice seems an easy one if oranges are around - insert any mildly acidic beverage. Water was around. That feels like they'd know most of them. We can replace the nitro benzene with some very toxic poison liquid (black dragon's breath?).</p><p></p><p>I thought your claim was that the DM could quickly come up with rulings... and it feels like lethal liquid summoning is a thing that would come up. </p><p></p><p></p><p>Your claim is that the game works fine without the specifics because the DM can quickly do things. If they take too long to reply to a thread when there's no pressure on, I have my doubts about it being done quickly in a satisfactory manner in game.</p><p></p><p></p><p></p><p>Didn't you earlier say the players should have the characters do what the characters would do, or do I misremember? How does one do that if they aren't even allowed to know the basic fundamentals of what the character knows?</p><p></p><p></p><p></p><p>Did anyone say all permutations and possibilities? Range doesn't seem like that hard of a thing to ask for. There are plenty of ancient sources that record ranges for all kinds of weaponry. It feels bizarre that siege engines would be a thing if range finding wasn't. </p><p></p><p></p><p>Certainly I don't expect the player to know everything about the world background that the character would. But who said perfect knowledge? And who said it mattered more? </p><p></p><p></p><p>They'd never have paced the distance off to the tree? It feels like there is a lot of ground between "precise" and "the DM will let you know when it comes up".</p><p></p><p>Range is different than the name of your masters laundry service because it likely comes up a lot in game if the game features combat where spells are cast. Duration likely comes up a lot in game... number of targets likely comes up in game. Sure, color of your master's master's hair, not so much. </p><p></p><p></p><p>And here we have the other side. Correct me if I'm wrong - the player doesn't get to know what the character knows when making plans, and the character doesn't get to know what the players know.</p><p></p><p></p><p></p><p>Why is the GM storing all of the basic facts (range, number of targets, and the like) less work than just having the basics written down?</p><p></p><p>If your players are incapable of playing in character with the rolls, and that's something you value, isn't an easier solution to have the rolls be hidden, or use passive stealth and you roll the guards perception?</p></blockquote><p></p>
[QUOTE="Cadence, post: 8378091, member: 6701124"] Nitrobenzene, sure. Aqua regia was discovered in 800 AD. I was using chlorine gas as whatever green dragons breathe since it felt we were being a bit old school - change it to green dragon's breath. Orange juice seems an easy one if oranges are around - insert any mildly acidic beverage. Water was around. That feels like they'd know most of them. We can replace the nitro benzene with some very toxic poison liquid (black dragon's breath?). I thought your claim was that the DM could quickly come up with rulings... and it feels like lethal liquid summoning is a thing that would come up. Your claim is that the game works fine without the specifics because the DM can quickly do things. If they take too long to reply to a thread when there's no pressure on, I have my doubts about it being done quickly in a satisfactory manner in game. Didn't you earlier say the players should have the characters do what the characters would do, or do I misremember? How does one do that if they aren't even allowed to know the basic fundamentals of what the character knows? Did anyone say all permutations and possibilities? Range doesn't seem like that hard of a thing to ask for. There are plenty of ancient sources that record ranges for all kinds of weaponry. It feels bizarre that siege engines would be a thing if range finding wasn't. Certainly I don't expect the player to know everything about the world background that the character would. But who said perfect knowledge? And who said it mattered more? They'd never have paced the distance off to the tree? It feels like there is a lot of ground between "precise" and "the DM will let you know when it comes up". Range is different than the name of your masters laundry service because it likely comes up a lot in game if the game features combat where spells are cast. Duration likely comes up a lot in game... number of targets likely comes up in game. Sure, color of your master's master's hair, not so much. And here we have the other side. Correct me if I'm wrong - the player doesn't get to know what the character knows when making plans, and the character doesn't get to know what the players know. Why is the GM storing all of the basic facts (range, number of targets, and the like) less work than just having the basics written down? If your players are incapable of playing in character with the rolls, and that's something you value, isn't an easier solution to have the rolls be hidden, or use passive stealth and you roll the guards perception? [/QUOTE]
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