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<blockquote data-quote="Herremann the Wise" data-source="post: 5943889" data-attributes="member: 11300"><p>I'm not too sure based on this you're quite understanding kinem's point of view. I imagine (and could be quite wrong) that "Diablo" style play is way down on kinem's list (and would also suggest that 4e would be as equally an optimum D&D ruleset for such a style). [I'm a subscriber to basically every line Paizo produces as well as a DDI subscriber since it started in case such matters.]</p><p></p><p>However, what my complaint (that kinem focused on) was all about was the believability of the rule mechanics and from a design perspective, the issue of absolutes being terrible design for that believability. It is a level of simplification that feels quite uncomfortable when you are looking for the mechanics to support a believable world. For example, why can't wizards cast spells when wearing armour? Metal interferes? Compromises somatic casting? Some other contrived reason? Does this mean wizards have to be naked, or robed, or not wear leather robes, or leather robes with metallic buttons, or leather robes with ornamental metal strips, or... you get the idea. It creates a ridiculous situation where a line in the sand is drawn that makes little to no sense.</p><p></p><p>I think from this thread, such simplification while fine for some players is the complete antithesis of what a different group of players want from their D&D. This different group is looking for a finer grade of granularity when it comes to the mechanics producing a believable world. Having dwarves immune to all poison is perhaps the worst from my perspective as it simply does not mesh. Why not just give dwarves advantage to checks against poison? Just as simple, supports one of the big 5e mechanics, and better represents a Dwarf's resistance rather than immunity to poison.</p><p></p><p>In terms of armour, it seems that most people are fine with wizards attempting to cast spells regardless of what they are wearing. However, as long as there are incentives to have the traditional robed wizard, as well as options to have different armoured archetypes of arcane caster then everyone will be happy, or at least in a position to houserule out the parts they do not like. Left as is, you have these absolute design elements sticking out that are not very rewarding if you prefer a more believable play style.</p><p></p><p>Best Regards</p><p>Herremann the Wise</p></blockquote><p></p>
[QUOTE="Herremann the Wise, post: 5943889, member: 11300"] I'm not too sure based on this you're quite understanding kinem's point of view. I imagine (and could be quite wrong) that "Diablo" style play is way down on kinem's list (and would also suggest that 4e would be as equally an optimum D&D ruleset for such a style). [I'm a subscriber to basically every line Paizo produces as well as a DDI subscriber since it started in case such matters.] However, what my complaint (that kinem focused on) was all about was the believability of the rule mechanics and from a design perspective, the issue of absolutes being terrible design for that believability. It is a level of simplification that feels quite uncomfortable when you are looking for the mechanics to support a believable world. For example, why can't wizards cast spells when wearing armour? Metal interferes? Compromises somatic casting? Some other contrived reason? Does this mean wizards have to be naked, or robed, or not wear leather robes, or leather robes with metallic buttons, or leather robes with ornamental metal strips, or... you get the idea. It creates a ridiculous situation where a line in the sand is drawn that makes little to no sense. I think from this thread, such simplification while fine for some players is the complete antithesis of what a different group of players want from their D&D. This different group is looking for a finer grade of granularity when it comes to the mechanics producing a believable world. Having dwarves immune to all poison is perhaps the worst from my perspective as it simply does not mesh. Why not just give dwarves advantage to checks against poison? Just as simple, supports one of the big 5e mechanics, and better represents a Dwarf's resistance rather than immunity to poison. In terms of armour, it seems that most people are fine with wizards attempting to cast spells regardless of what they are wearing. However, as long as there are incentives to have the traditional robed wizard, as well as options to have different armoured archetypes of arcane caster then everyone will be happy, or at least in a position to houserule out the parts they do not like. Left as is, you have these absolute design elements sticking out that are not very rewarding if you prefer a more believable play style. Best Regards Herremann the Wise [/QUOTE]
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