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Worlds of Design: Grounding the Game
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<blockquote data-quote="Sword of Spirit" data-source="post: 9779715" data-attributes="member: 6677017"><p>Yeah, that's exactly the sort of unfortunate problem that makes it difficult for me. That extra speed is part of what you paid for in your character build. If the way the game is run just erases its existence...well, gee thanks for nerfing my character.</p><p></p><p>Same thing with weapon and spell ranges and areas. Spells that have a 30' radius vs a 20' radius can have a significant effect on combat. What's the chance that we will show up in a less concrete TotM?</p><p></p><p>(And that poor player who was excited that wood elf has 5' extra movement is definitely never going see it.)</p><p></p><p>So I guess I've identified some of the underlying issues I have in a bit more detail:</p><p></p><p>1) Handwaving movement/range/AoE differences is unfair to players who picked their features and options wanting that benefit</p><p>2) Not Handwaving it means either keeping a mental map (which is hard and invites confusion and disagreement) or coming up with some system designed to fix it for D&D</p><p></p><p>I'd actually love to see a specifically designed D&D houserule system to help with that, and I'm pretty sure it can be done. I might even do it myself some day, so I can use TotM more often. What I would probably base it around is keeping track of certain standard sizes and distances, and making a note when something is a larger (or smaller) number then usual so the DM leans one way or the other based on those differences. Still would be tricky to keep it something to be done simply and on the fly, without having to reference something (which would defeat the purpose), but my intuition tells me it's doable.</p></blockquote><p></p>
[QUOTE="Sword of Spirit, post: 9779715, member: 6677017"] Yeah, that's exactly the sort of unfortunate problem that makes it difficult for me. That extra speed is part of what you paid for in your character build. If the way the game is run just erases its existence...well, gee thanks for nerfing my character. Same thing with weapon and spell ranges and areas. Spells that have a 30' radius vs a 20' radius can have a significant effect on combat. What's the chance that we will show up in a less concrete TotM? (And that poor player who was excited that wood elf has 5' extra movement is definitely never going see it.) So I guess I've identified some of the underlying issues I have in a bit more detail: 1) Handwaving movement/range/AoE differences is unfair to players who picked their features and options wanting that benefit 2) Not Handwaving it means either keeping a mental map (which is hard and invites confusion and disagreement) or coming up with some system designed to fix it for D&D I'd actually love to see a specifically designed D&D houserule system to help with that, and I'm pretty sure it can be done. I might even do it myself some day, so I can use TotM more often. What I would probably base it around is keeping track of certain standard sizes and distances, and making a note when something is a larger (or smaller) number then usual so the DM leans one way or the other based on those differences. Still would be tricky to keep it something to be done simply and on the fly, without having to reference something (which would defeat the purpose), but my intuition tells me it's doable. [/QUOTE]
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