tussock wrote:shadzar wrote:If I made something unclear in my anger at Mearls when posting, I will be happy to explain it better if I know which part requires explaining form a post.
The polling Mearls is doing is garbage, it's just an attempt to get the fans to think a certain way about the issues of the day. You can design polls to get whatever answer you want, and that's what they're doing. WotC is getting valid complaints and trying to deflect them with strawmen, basically.
But shadzar, people who like 3e mostly know the options in the game are bullshit. There's 2000 odd published feats and you only use about 20 of them, ever.
Having rules for stuff, though, and getting players to pick a section of the rules they'll use and learn it properly, having a set of options for each character that's small enough to keep in mind: none of that is bad for the game. Some people don't need it, but it is providing a common framework for how the players can expect to interact with the game, without needing ten years experience with the DM. Rules can be very empowering for the player, though it helps if they're
usable rules.
And at least in 3e, the rules are often much improved on the stuff in AD&D. 2nd edition is fairly clean at it's base, but pushing someone around BTB is still a mess, and you mostly just ignore it like you do in 3e anyway, because killing stuff is better.
Lets take the chicken with stats from the other thread as a example of rules that work, vs rules that dont, or arent needed though.
With your 2000+ feats, yeah its a lot of excess crap, but the chicken having stats, show you can create ANY creature as an opponent.
Now some people from 3rd and 4th, thanks to their systems, wouldn't understand the concept of playing a 0th level character. While a chicken may not be the best example, it sets a baseline of something this 0th level character could expect to face.
There was a VERY good 0th level adventure I know of and a few more I heard of.
Treasure Hunt aside, the function of having the ability to give stats to any creature, including by not limited to a chicken, is something the game needs in order to allow the game to function.
Take your feats, and they are a construct of 2.5, that a majority of people didn't like as it added crap in a fashion that creates a false choice.
It removes choices of things to do, and jsut tries to give those mechanical benefits.
Take also the [Radiant] keyword, and what it means, or what it might mean?
Trying to define the things people already think or know or would do things in the game is silly when it will only cause more arguments than the ones it strives to remove form the game.
Everytime you try to try someone, the action should be different, because the situation will be different everytime. You cannot really build a definite system that will function for every possible occurrence of trying to trip someone unless you do it on a physics and science elvel. The funny thing is those dont work well with D&D. Start flinging in physics, and Magic Missile can push levers.
Not to just pick on 3rd edition and its feats and such that i despise as a pure example of false choices, but look at some of the same ridiculous uses of "rules" that make no sense ot have and remove choices in 4th.
Now take into account that 4th edition is built around miniature wargaming, and this one spell proves very clearly that with its hard-coded rule. Fly. You can move in the air for only short periods of time to maneuver in combat. Sure one could argue there could be a ritual, but I then must look at the rules and ask what the hell they are trying to represent with this codification.
Wizards study magic for years, and the only thing they could do for a spell, their claim to fame, is fly a few feet for a few seconds? Did they just give up with the spell? If that is so hard, then how do some of the other things come about at higher levels form wizards? Why didn't one wizard spend his entire life perfecting the ability to fly for a greater duration?
Sure you could make a ritual for it, but where the hell is this ritual training coming from, and why are all wizards devoted to their craft to learn to fight in combat only?
When you look at the game it destroys that SoD because you no longer have a functioning world that is round, rhomboid, or a cracked-egg like Hollow World, but have moved into the territory of MMOs and board games that use a flat 2D world. I don't mean actual length, width, and height as the 3 dimensions, but flat as in having no depth. You are on a single plane looking down at the game from overhead. You are bound by the confines of those rules that take it from being a living world to become a part of to the world of a board game.
Take stories as they appear in novels and the depth of the world itself, and it IS a main character. The place where the action and story takes place is very important. I have never read a story based on the confines of a board game, or on the confines of an MMO.
One of my favorite examples is climbing a tree. You cannot do this very important thing, in the other 3D sense, in a board game or MMO (most).
Arbitrary rules are talked about for all editions, but with 3rd and 4th you get stronger and stronger arbitrary confines during game play.
Take those feats and if you havent picked one with a certain name or tactic, but want to use that tactic in 3rd, then you pretty much cant.
It is the reason why 2nd edition moved those NWPs and WP into clearly optional territory.
Even for those that missed it 1st edition has WPs, but states that they should be used by all or none, so if a fighter uses/has/gets weapon proficiencies, then so too should a wizard. Otherwise don't confine yourself with that subsytem.
Following Mearls Stay Classy articles, he used weapon profs for 1st and 2nd editions in his example, because they BECAME the feats of 3rd and 4th. So the trend to carry on these needles confines continues on. Likewise NWPs introduced in UA, then in 2nd PHB were turned fully into the skills of 3rd, then the reduced skills list in 4th. You can easily determine at the table one of the 6 ability scores that applies to ANYTHING done under the concept of skills, and roll against them to see if the character can succeed or fail at it in a case by case instance.
Want to climb, then roll versus your STR or DEX whichever you chose as the player. You don't need those 1000s of feats or even the skills to do things. They are adding needless codification, that is only needed for things like board games or video games to code the finite confines of the game world.
D&D is not played within the same confines as board game worlds, or video game worlds, and are not held back by the limits of the code, or edges of the game board, only the current group of players minds.
Can those 1000s of feats exist and the game still be held within the mind rather than a board or CPU? Yes, but do you NEED all that crap in order to play the game, or does it exist because of those other franchises that D&D might try to extend into?
The rules have a clear framework prior to 3rd, and the players still held all the power from 1974~2000. What did 3rd edition really offer to players except ammunition against the bad DMs?