Harshax
First Post
That's a pretty flimsy argument. But to prove I'm just having fun, let's change the subjects slightly.
Those of us who played 1E, probably had to deal with dwarves, elves, and half-orcs in the same party, even though the racial affinity table implied that they either hated each other or had strong antipathies. Now we have Tieflings and Dragonborn, and IIRC, one is responsible for the diminishment of the other's cultural influence in the default D&D world. Groups see the same situation arise when thieves want to play in groups with paladins, or someone wants to be Lawful/Evil and another wants to be Chaotic/Good. To have an effective group, you have to have some level of agreement over what is appropriate for your table.
As hong suggested, this boils down to a group decision on desired gameplay. In other words, it should be addressed in the DMG as advice for running a successful game.
I total understand that weasels aren't metal enough. What if I had a spell that summoned 1 flaming deathklok skeleton per PC, and was controlled by each player in the party?
All I'm saying is, I don't want a game that is boiled down to its most unoffensive elements, or one that consciously avoids anything that might upset what it considers its most precious currency, if its method of avoision means leaning too far away from a shallow facsimile of reasonable actions in a supposedly freeform game world.
I think Robin Laws once wrote an article in IF that explained the difference between a toy and a game. With a toy, you had no rules or guidelines for success when playing with it. Kicking a ball around, throwing it, etc is all examples of using a toy. Deciding that you have to kick the ball through a net, or throw it into a hoop turns play with that toy into a game, because the definition of a game has inherent levels of success or failure.
Combat is definitely the 'game' aspect of D&D. However, D&D's primary strength is that it is primarily a toy and as such should have the freedom to break in an out of the structure of a game.
Introducing rules which force play to always behave as a game diminishes one of D&D's most important qualities.
Those of us who played 1E, probably had to deal with dwarves, elves, and half-orcs in the same party, even though the racial affinity table implied that they either hated each other or had strong antipathies. Now we have Tieflings and Dragonborn, and IIRC, one is responsible for the diminishment of the other's cultural influence in the default D&D world. Groups see the same situation arise when thieves want to play in groups with paladins, or someone wants to be Lawful/Evil and another wants to be Chaotic/Good. To have an effective group, you have to have some level of agreement over what is appropriate for your table.
As hong suggested, this boils down to a group decision on desired gameplay. In other words, it should be addressed in the DMG as advice for running a successful game.
I total understand that weasels aren't metal enough. What if I had a spell that summoned 1 flaming deathklok skeleton per PC, and was controlled by each player in the party?
All I'm saying is, I don't want a game that is boiled down to its most unoffensive elements, or one that consciously avoids anything that might upset what it considers its most precious currency, if its method of avoision means leaning too far away from a shallow facsimile of reasonable actions in a supposedly freeform game world.
I think Robin Laws once wrote an article in IF that explained the difference between a toy and a game. With a toy, you had no rules or guidelines for success when playing with it. Kicking a ball around, throwing it, etc is all examples of using a toy. Deciding that you have to kick the ball through a net, or throw it into a hoop turns play with that toy into a game, because the definition of a game has inherent levels of success or failure.
Combat is definitely the 'game' aspect of D&D. However, D&D's primary strength is that it is primarily a toy and as such should have the freedom to break in an out of the structure of a game.
Introducing rules which force play to always behave as a game diminishes one of D&D's most important qualities.
Last edited: