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General Tabletop Discussion
*Dungeons & Dragons
Why is wotc still aiming for PCs with 10 *real word* feet of range? W/o vision range penalty/limit rules for the GM?
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<blockquote data-quote="Willie the Duck" data-source="post: 9016344" data-attributes="member: 6799660"><p>So we're kind of back to the old question of is D&D medieval Europe with a frontier aesthetic*, the American Wild West with swords and bows*, the wider world in pre-/early-gunpowder era*, fantasy mélange informed by whatever media the DM most consumes, or Minecraft grid world where lines are straight and anything not specifically spelled out on the battlemap exists. <span style="font-size: 9px">*and magic and dragons, etc. etc.</span></p><p></p><p>I think, if ones' main argument is realism, than one should take into account those realistic things like not being able to pinpoint your target after a short distance in many-to-most situations. If the primary argument is gamist/playability, than I guess it matters how the DM feels about these issues. </p><p></p><p>I'll go to bat for publication location being an issue. From my perspective (so 'IMO'), the rulebooks, particularly the core rules and definitely the DMG, ought to be designed to help new players and especially new DMs. Help them by giving them easy onramps to the game, showcasing what the default intended game looks like and not steering them into places where they are likely to run into frustration (or, in the DM's case, also frustrating their players). That can mean things like default distance charts, sample 5-room dungeons, charts for random dungeon design or adventure hooks, and all sorts of stuff you might later outgrow maybe ought to be in the book you know the DM will have (or at least shouldn't complain if they don't), as opposed to a DM screen they might not know even exists. By the time you get to the level of investment most of us have in the game, we barely need rules at all, much less care if the core books have some extraneous stuff we don't need. </p><p></p><p></p><p>I generally am in agreement that I think this situation isn't all that common for most games. That said, I don't think any of us really know that. Certainly not for the vast swaths of gamers who aren't using published adventures.</p></blockquote><p></p>
[QUOTE="Willie the Duck, post: 9016344, member: 6799660"] So we're kind of back to the old question of is D&D medieval Europe with a frontier aesthetic*, the American Wild West with swords and bows*, the wider world in pre-/early-gunpowder era*, fantasy mélange informed by whatever media the DM most consumes, or Minecraft grid world where lines are straight and anything not specifically spelled out on the battlemap exists. [SIZE=1]*and magic and dragons, etc. etc.[/SIZE] I think, if ones' main argument is realism, than one should take into account those realistic things like not being able to pinpoint your target after a short distance in many-to-most situations. If the primary argument is gamist/playability, than I guess it matters how the DM feels about these issues. I'll go to bat for publication location being an issue. From my perspective (so 'IMO'), the rulebooks, particularly the core rules and definitely the DMG, ought to be designed to help new players and especially new DMs. Help them by giving them easy onramps to the game, showcasing what the default intended game looks like and not steering them into places where they are likely to run into frustration (or, in the DM's case, also frustrating their players). That can mean things like default distance charts, sample 5-room dungeons, charts for random dungeon design or adventure hooks, and all sorts of stuff you might later outgrow maybe ought to be in the book you know the DM will have (or at least shouldn't complain if they don't), as opposed to a DM screen they might not know even exists. By the time you get to the level of investment most of us have in the game, we barely need rules at all, much less care if the core books have some extraneous stuff we don't need. I generally am in agreement that I think this situation isn't all that common for most games. That said, I don't think any of us really know that. Certainly not for the vast swaths of gamers who aren't using published adventures. [/QUOTE]
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Community
General Tabletop Discussion
*Dungeons & Dragons
Why is wotc still aiming for PCs with 10 *real word* feet of range? W/o vision range penalty/limit rules for the GM?
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