StreamOfTheSky
Adventurer
I have to say, I really really like 2005 Mike Mearls. I wish WotC would hire that guy to work on 5E. 

These are things I game for.
I did the same thing in a champions game. I suggested a course of action - the GM looked at me in shock, then theatrically buried his face in his hands. It completely sidestepped what he had in mind, but he went with it.
My wife has a great talent for short circuiting adventures like that. She just thinks like that.
It's easier, much easier, for magic powers to 'escape the box' for two reasons:Wouldn't it favor the most creative, out-of-the box thinkers tremenndously? I mean regardless of whether they have magic or not, if someone doesn't think outside the box, then they will be at a disadvantage in the game.
I think combat as war is absolutely fine in games where all the PCs have equal access to supernatural powers, but that's not the case in D&D. To remain balanced, combat-as-war D&D will need the DM to step in and use techniques such as giving the fighter-types more magic items, employing magic resistant monsters, or saying "that spell doesn't work here" - very popular in Gary's modules.Another thing I often fail to grasp is why it is ok for the game to favor tactical acumen in "combat as sport" but not creativity or out-of-the-box thinking in the "combat as war" situation? In other words why is it ok to favor one but not ok to favor the other?
Doesn't that favor the magic guys tremendously?
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The trouble is, out-of-the-box only remains out-of-the-box one time. Many, many of the "tricks" become routine - as, in fact, is the case with real war...Wouldn't it favor the most creative, out-of-the box thinkers tremenndously? I mean regardless of whether they have magic or not, if someone doesn't think outside the box, then they will be at a disadvantage in the game.
"Combat as war" is fine, but 99% of war is not "out-of-the-box" thinking - it's tactics. OOTB thinking is OK if you are desperate, but as a rule it tends to get people killed. It also, to work really effectively in real life, requires you to understand the circumstances of what you are doing in exquisite detail - the complete opposite of "rulings not rules".Another thing I often fail to grasp is why it is ok for the game to favor tactical acumen in "combat as sport" but not creativity or out-of-the-box thinking in the "combat as war" situation? In other words why is it ok to favor one but not ok to favor the other?
I think combat as war is absolutely fine in games where all the PCs have equal access to supernatural powers, but that's not the case in D&D. To remain balanced, combat-as-war D&D will need the DM to step in and use techniques such as giving the fighter-types more magic items, employing magic resistant monsters, or saying "that spell doesn't work here" - very popular in Gary's modules.
This is an easy one - we have a maneuver system in process. Also, the tactical rules module I'm writing as a lot more detail and removes DM adjudication to some parts of the rules (cover) for groups that want that.
The key to that post is that different players like different parts of the game, and their mechanical needs are much different. If you like combat as a tactical challenge, it's irritating if the challenge becomes much more about convincing the DM to let you do stuff rather than using the rules to come up with tactics to overcome an enemy.
People who like combat like the rules as arbiter more than the DM as arbiter. OTOH, people who like interaction and getting into character probably want the DM to take an active hand in judging things, rather than manipulating rules.
So, my outlook has not changed, but what has changed is the idea that one person's outlook should shape how everyone else runs D&D. It really speaks to modularity - let people shape the game to fit how they want to play.
If anyone still wanted to know, Mike responded to this today:
Then he said in the Legends & Lore about the DM packet:IMNSHO, mother may I abilities are bad for the game.
He made comments in previous L&L articles implying that he personally prefers more of a DM adjudicated style. If he hasn't changed his outlook, then he's been pretending to in the L&L articles to give them more of a personalized feel.The most interesting parts of D&D, at least in my experience, come into play when a DM must make a ruling rather than follow the rules to the letter.
Then yesterday he says:The players have the rules to keep the DM in line. So, if the DM throws Tiamat at a 1st level party, the players can call out the DM for throwing a CR 20+ monster at them. After all, the rules explicitly say that's wrong.
How could he possibly reconcile this? Lol. This is more serious because it's not about his personal gaming preferences. It's about what encounter balancing rules do.It irritates me when people see DM tools for balancing encounters as a declaration that everything must always be balanced and safety padded. The idea behind XP budgets and CR is to give DMs a tool to judge lethality. What they do with it is up to the DM to build deadly fights or whatever. It doesn't mean that DMs can't do what they want.