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*Pathfinder & Starfinder
Why Must the Rules Change?
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<blockquote data-quote="MerakSpielman" data-source="post: 364123" data-attributes="member: 7464"><p>The rules for D&D don't make sense just in general. They never have. Just start a topic on a D&D board titled: Post rules that don't make sense" and see how many replies you get. </p><p></p><p>Epic rules just make a little less sense, that's all. Like, where were all those uber-powerful villians and monsters back when you were 2nd level? I could go on, but it's pointless and people would just try to argue with me about how everything really does make sense if you look at it right.</p><p></p><p>It's a game, nothing more, nothing less. I'd rather play low-powered characters, personally, because I think they're more fun. </p><p></p><p>Oh, on the topic of things that don't make sense, here's my favorite example of something that makes sense for the game, but can't properly translate into a real life scene:</p><p></p><p>Combat</p><p>Think about it.</p><p>When it's your turn, you have 6 seconds to act. After those 6 seconds, you do your next turn. Etc... Simple enough. Every time you act, a round of combat has passed, and that round of combat was 6 seconds long.</p><p>But when does the monster go? Your companions? They take their turn after you, based on their initiative. Their turns are 6 seconds long as well, so you would think that realistically that all creatures in a round of combat would be acting simultaniuosly so they could all get their actions done in the 6 seconds available in the round.</p><p>So when I cast a fireball on my turn, and the fighter runs up and attacks on his turn, we play as though the fireball went off before he moved, even though we should be using the same 6 seconds and the fireball should have been going off on second 3 (allowing me to move afterward) or second 6 (if I already moved) when the fighter should definately be caught in the blast.</p><p>Just pick a fight and try to say where everybody is in it after 14 seconds have gone by if you don't quite see what I mean.</p><p></p><p>The rules were never meant to make sense. They were meant to make a game that you may or may not find enjoyable. In the example above, you could modify combat down to .1 second incriments, with each action taking a certain amount of time, but who would want to play it?</p><p></p><p>I'm done rambling now.</p><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="MerakSpielman, post: 364123, member: 7464"] The rules for D&D don't make sense just in general. They never have. Just start a topic on a D&D board titled: Post rules that don't make sense" and see how many replies you get. Epic rules just make a little less sense, that's all. Like, where were all those uber-powerful villians and monsters back when you were 2nd level? I could go on, but it's pointless and people would just try to argue with me about how everything really does make sense if you look at it right. It's a game, nothing more, nothing less. I'd rather play low-powered characters, personally, because I think they're more fun. Oh, on the topic of things that don't make sense, here's my favorite example of something that makes sense for the game, but can't properly translate into a real life scene: Combat Think about it. When it's your turn, you have 6 seconds to act. After those 6 seconds, you do your next turn. Etc... Simple enough. Every time you act, a round of combat has passed, and that round of combat was 6 seconds long. But when does the monster go? Your companions? They take their turn after you, based on their initiative. Their turns are 6 seconds long as well, so you would think that realistically that all creatures in a round of combat would be acting simultaniuosly so they could all get their actions done in the 6 seconds available in the round. So when I cast a fireball on my turn, and the fighter runs up and attacks on his turn, we play as though the fireball went off before he moved, even though we should be using the same 6 seconds and the fireball should have been going off on second 3 (allowing me to move afterward) or second 6 (if I already moved) when the fighter should definately be caught in the blast. Just pick a fight and try to say where everybody is in it after 14 seconds have gone by if you don't quite see what I mean. The rules were never meant to make sense. They were meant to make a game that you may or may not find enjoyable. In the example above, you could modify combat down to .1 second incriments, with each action taking a certain amount of time, but who would want to play it? I'm done rambling now. ;) [/QUOTE]
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Why Must the Rules Change?
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