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With Respect to the Door and Expectations....The REAL Reason 5e Can't Unite the Base
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<blockquote data-quote="Manbearcat" data-source="post: 5995227" data-attributes="member: 6696971"><p>@<a href="http://www.enworld.org/forum/members/nagol.html" target="_blank">Nagol</a> @<a href="http://www.enworld.org/forum/members/underman.html" target="_blank">Underman</a> @<a href="http://www.enworld.org/forum/members/emerikol.html" target="_blank">Emerikol</a> ;An exercise to make sure that there is some level of coherency and consistency within the application of the concept of "dissociation" and to confirm its limits. For each of the following please provide 1 or more of the following labels and the reasoning for the labels;</p><p></p><p>1 Dissociated.</p><p>2 Necessary Gamist Abstraction but not Dissociated.</p><p>3 Narrative Convention but not Dissociated.</p><p>4 Process-Sim.</p><p></p><p></p><p>- The Ability Scores of Dexterity and Strength being siloed away from one another (in terms of biophysics/kinesiology implications), despite their "real-world" synergy.</p><p></p><p></p><p>- Come and Get It</p><p>You brandish your weapon and call out to your foes, luring them close through their overconfidence, and then deliver a spinning strike against them all.</p><p>Encounter Martial, Weapon</p><p>Standard Action Close burst 3</p><p>Target: Each enemy you can see in the burst</p><p>Attack: Strength vs. Will</p><p>Hit: You pull the target up to 2 squares, but only if it can end the pull adjacent to you. If the target is adjacent to you after the pull, it takes 1[W] damage.</p><p></p><p></p><p>- 5 Melee/Ranged Basic Attacks every 2 rounds. Rounds are one minute in duration.</p><p></p><p></p><p>- Get Over Here</p><p>You pull one of your allies into a more advantageous position.</p><p>Encounter Martial</p><p>Move Action Melee 1</p><p>Target: One ally</p><p>Effect: You slide the target up to 2 squares to a square adjacent to you.</p><p></p><p></p><p>- Successful Saving Throw vs Breath Weapon (AoE attack). Target is immobilized and without cover.</p><p></p><p></p><p>- Armor Class as a combination of the ability to totally avoid attacks (Dexterity and Profiency bonus) and the ability to mitigate kinetic energy from physical impact (interposing Armor). This amalgamation then interacting with the amalgamation of attributes that make up Hit Points (luck, divine favor, profiency, meat, stamina).</p><p></p><p></p><p>- Arthropods (creatures with Exoskeletons) having unbound sizes (eg greater than the size of a chicken - the upper limits in our world due to biophysics and gravity) relative to our own worldly arthropods while biophysics and gravity in the "implied setting" are supposed to be parralel.</p><p></p><p></p><p>- Inspiring Word</p><p>You call out to a wounded ally and offer inspiring words of courage and determination that invigorates your comrade.</p><p>Encounter (Special) Healing, Martial</p><p>Minor Action Close burst 5 (10 at 11th level, 15 at 21st level)</p><p>Target: You or one ally in the burst</p><p>Effect: The target can spend a healing surge and regain 1d6 additional hit points.</p><p></p><p></p><p>- Open Locks Skill Bonus of + 18. Lock DC is 20. 5 % chance to fail. PC rolls a 1 and fails. The ability to open the lock moves from 5 % chance to fail to 100 % chance to fail until the PC levels/or puts a new Skill point in Open Locks.</p><p></p><p></p><p>- COMBAT CHALLENGE</p><p>In combat, it’s dangerous to ignore a fighter. Every time you attack an enemy, whether the attack hits or misses, you can choose to mark that target. The mark lasts until the end of your next turn. While a target is marked, it takes a -2 penalty to attack rolls if its attack doesn’t include you as a target. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place.</p><p>In addition, you gain the Combat Challenge power.</p><p>Combat Challenge</p><p>At-Will Martial, Weapon</p><p>Immediate Interrupt Melee</p><p>Effect: Whenever an enemy marked by you is adjacent to you and shifts or makes an attack that does not include you as a target, you can make a melee basic attack against that enemy.</p><p></p><p></p><p>- Dragons and other excessively large creatures (with incoherent trim characteristics) within the "implied setting" defying "flight physics" (eg gravity, atmospheric friction/drag, propulsive thrust, aerodynamic lift requirements, mandatory trim characteristics, etc) thus implying that atmospheric drag/friction conditions and gravity may not be as binding as they are in our world. In spite of that, the rest of the "implied setting" maintains the position that other forms of musculo-skeletal kinesiology by mundane creatures are bound by "real-world" gravity/atmospheric drag/friction.</p><p></p><p></p><p>- A 0 % chance of a spellcaster to avoid "spell disruption" from melee attack despite gains in Alacrity, Dexterity, or Proficiency throughout the spellcaster's career...specifically relative to their melee attacker.</p><p></p><p></p><p>- A protagonist is fleeing pursuit through a frontier wilderness. This protagonist has stolen a sacred idol from a snake-men temple. He is attempting to bring it to a neighboring village so the local priests can perform a ritual that will break a curse that they believe the snake-men have leveled against their people. He knows the Local Geography reasonably well and is an accomplished Rider. While he tries to guide his steed through the treacherous terrain (laden with rocks, sinkholes, snagging tanglevine and thick scrub-brush), the snake-men are firing arrows and spells at him. As the stakes are high and the threat of the terrain and his pursuit is all-consuming, it takes all of his effort to maintain his composure and perceptive abilities while he attempts to spur his horse on at top speed and navigate. He fails a Ride check. The failure does not denote a linear response from mere horsemanship acumen (falls off the horse, fails to navigate a piece of treacherous terrain, fails to properly instruct the horse to maintain speed). Given the stakes, all of the impending sensory input that he must process (navigation of correct path, navigation of treacherous terrain, avoidance of missiles from pursuit, the response of the horse to his implicit beckoning, his own adrenaline), he fails to maintain concentration while riding the horse, bring to bear his Local Geography Knowledge, and properly navigate the path. Instead of moving through a narrow land-bridge that crosses a gorge...over the next high ridge, much to his dismay, the gorge blocks his path.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 5995227, member: 6696971"] @[URL="http://www.enworld.org/forum/members/nagol.html"]Nagol[/URL] @[URL="http://www.enworld.org/forum/members/underman.html"]Underman[/URL] @[URL="http://www.enworld.org/forum/members/emerikol.html"]Emerikol[/URL] ;An exercise to make sure that there is some level of coherency and consistency within the application of the concept of "dissociation" and to confirm its limits. For each of the following please provide 1 or more of the following labels and the reasoning for the labels; 1 Dissociated. 2 Necessary Gamist Abstraction but not Dissociated. 3 Narrative Convention but not Dissociated. 4 Process-Sim. - The Ability Scores of Dexterity and Strength being siloed away from one another (in terms of biophysics/kinesiology implications), despite their "real-world" synergy. - Come and Get It You brandish your weapon and call out to your foes, luring them close through their overconfidence, and then deliver a spinning strike against them all. Encounter Martial, Weapon Standard Action Close burst 3 Target: Each enemy you can see in the burst Attack: Strength vs. Will Hit: You pull the target up to 2 squares, but only if it can end the pull adjacent to you. If the target is adjacent to you after the pull, it takes 1[W] damage. - 5 Melee/Ranged Basic Attacks every 2 rounds. Rounds are one minute in duration. - Get Over Here You pull one of your allies into a more advantageous position. Encounter Martial Move Action Melee 1 Target: One ally Effect: You slide the target up to 2 squares to a square adjacent to you. - Successful Saving Throw vs Breath Weapon (AoE attack). Target is immobilized and without cover. - Armor Class as a combination of the ability to totally avoid attacks (Dexterity and Profiency bonus) and the ability to mitigate kinetic energy from physical impact (interposing Armor). This amalgamation then interacting with the amalgamation of attributes that make up Hit Points (luck, divine favor, profiency, meat, stamina). - Arthropods (creatures with Exoskeletons) having unbound sizes (eg greater than the size of a chicken - the upper limits in our world due to biophysics and gravity) relative to our own worldly arthropods while biophysics and gravity in the "implied setting" are supposed to be parralel. - Inspiring Word You call out to a wounded ally and offer inspiring words of courage and determination that invigorates your comrade. Encounter (Special) Healing, Martial Minor Action Close burst 5 (10 at 11th level, 15 at 21st level) Target: You or one ally in the burst Effect: The target can spend a healing surge and regain 1d6 additional hit points. - Open Locks Skill Bonus of + 18. Lock DC is 20. 5 % chance to fail. PC rolls a 1 and fails. The ability to open the lock moves from 5 % chance to fail to 100 % chance to fail until the PC levels/or puts a new Skill point in Open Locks. - COMBAT CHALLENGE In combat, it’s dangerous to ignore a fighter. Every time you attack an enemy, whether the attack hits or misses, you can choose to mark that target. The mark lasts until the end of your next turn. While a target is marked, it takes a -2 penalty to attack rolls if its attack doesn’t include you as a target. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place. In addition, you gain the Combat Challenge power. Combat Challenge At-Will Martial, Weapon Immediate Interrupt Melee Effect: Whenever an enemy marked by you is adjacent to you and shifts or makes an attack that does not include you as a target, you can make a melee basic attack against that enemy. - Dragons and other excessively large creatures (with incoherent trim characteristics) within the "implied setting" defying "flight physics" (eg gravity, atmospheric friction/drag, propulsive thrust, aerodynamic lift requirements, mandatory trim characteristics, etc) thus implying that atmospheric drag/friction conditions and gravity may not be as binding as they are in our world. In spite of that, the rest of the "implied setting" maintains the position that other forms of musculo-skeletal kinesiology by mundane creatures are bound by "real-world" gravity/atmospheric drag/friction. - A 0 % chance of a spellcaster to avoid "spell disruption" from melee attack despite gains in Alacrity, Dexterity, or Proficiency throughout the spellcaster's career...specifically relative to their melee attacker. - A protagonist is fleeing pursuit through a frontier wilderness. This protagonist has stolen a sacred idol from a snake-men temple. He is attempting to bring it to a neighboring village so the local priests can perform a ritual that will break a curse that they believe the snake-men have leveled against their people. He knows the Local Geography reasonably well and is an accomplished Rider. While he tries to guide his steed through the treacherous terrain (laden with rocks, sinkholes, snagging tanglevine and thick scrub-brush), the snake-men are firing arrows and spells at him. As the stakes are high and the threat of the terrain and his pursuit is all-consuming, it takes all of his effort to maintain his composure and perceptive abilities while he attempts to spur his horse on at top speed and navigate. He fails a Ride check. The failure does not denote a linear response from mere horsemanship acumen (falls off the horse, fails to navigate a piece of treacherous terrain, fails to properly instruct the horse to maintain speed). Given the stakes, all of the impending sensory input that he must process (navigation of correct path, navigation of treacherous terrain, avoidance of missiles from pursuit, the response of the horse to his implicit beckoning, his own adrenaline), he fails to maintain concentration while riding the horse, bring to bear his Local Geography Knowledge, and properly navigate the path. Instead of moving through a narrow land-bridge that crosses a gorge...over the next high ridge, much to his dismay, the gorge blocks his path. [/QUOTE]
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