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9:01 PM
I think Black Armada hits a lot of the Forge's goals: games designed for narrowly focused play experience goals with simple mechanics and highly structured session progression, which combine to create player-level emotional responses in ways that less focused and structured games struggle to accomplish without extremely skilled GM/player effort.
I think they avoid many of the Forge's pitfalls along the way, particularly the last one--many Forge games don't really work for anyone who isn't already an expert in how Forge games are "supposed" to work.
 
@BESW In you experience, how was the learning curve in Lovecraftesque?
 
Lovecraftesque is more like Dungeon World, in that its rules successfully codify the designers' experience and skill so that each group doesn't have to reinvent the wheel--but, for me at least, does it better than DW because the goal experience is more clearly defined and tightly focused.
 
But I'm off to bed now, in fact I only logged back in because roguelikes and talking about them are among my favorite pastimes
 
It's also good at integrating props as mid-play prompts.
 
Remember to indulge me at some point in the future ^^
 
9:06 PM
@BESW if I apply GNS to this game (Flotsam), I think it falls in the N spectrum. Yes?
 
I wouldn't know. I found GNS singularly unhelpful and I know less about Flotsam than you do.
 
I think this can be reopened now.
 
But in the dismal spectrum of GNS I'd expect any Black Armada game to fall on the N/S end of the spectrum, where S is used as originally intended.
 
OK, GNS is to me helpful for looking at how a game mixes its priorities, though I realize that my using it that way it is likely not how it was used during that stove-piping discussions of the time ... OK, thanks for that.
 
(The whole point of Lovecraftesque is to simulate Lovecraft's story structure and emotion without using any of his actual elements.)
 
9:09 PM
I read the quick sheet that's at the kick starter site for flotsam, and the interactions look heavily narrative based to me. (blackarmada.com/wp-content/uploads/2018/06/…)
 
GNS are player descriptions, and applying them to game systems is fraught.
 
@BESW I understand that. But games are made for players to play as I see it. So a given system / game (it seems to me) is built with at least an idea of the player base in mind.
 
I'm guessing that Flotsam will be more appealing to N-heavy play, but I suspect that's partly because I can't see what story type they're simulating.
 
"How will a player enjoy this game" and the old discussions about the ten kinds of fun, or whatever .
 
GNS has always been weird to me because of that G bit.
I still don't quite understand what can make an RPG not fit the G sector.
 
9:12 PM
@doppelgreener Gamism tends to roll up "system mastery" and "competition" into a neatly conflated and slightly condescending package.
And remember, it's not describing RPGs. It's describing what motivates someone to play an RPG.
 
@doppelgreener I seem to recall a Forge post from (Edwards?) about D&D being incoherent, since it could not be very well shoe horned into a single stove pipe, but I may be remembering that from a different forge discussion on the Big Model thing ....
 
depending on the meaning of coherent we use, D&D offers a lot of mechanisms that are not consistent.
 
A gamist-first playstyle tends to include elements like looking for ways to 'cheese' characters, or getting a feeling of satisfaction by accomplishing a goal the GM didn't expect: some element of the table-level experience (rules, GM, other players, etc) is an adversary that the player is trying to overcome.
 
but overall that doesn't sound like a specific line of reasoning I'd spend a moment defending.
 
@doppelgreener To follow on the point about "how one approaches a game" I'll offer my own experiences with a favorite dungeon crawl, Diablo 1.
 
9:15 PM
@BESW I see. And reading about it, also an element of "winning" against the system or some adversity. (Which variously simultaneously describes a lot of games. Lots of games present adversity to be overcome.)
 
Before I found discussion boards for D 1, I just played single player and played the game as I found it. I had not idea how the game engine worked, didn't care, and just tried to get to the end credits with each class.
@doppelgreener About a year later, I discovered an online discussion group and began to learn of the gamist challenges like 3@30. And then I read Jarulf's guide. At that point, I think I was enjoying it at the G level. I think that fits how the terms are used.
 
@doppelgreener Gamism tends to be about overcoming meta-adversity. Not defeating the villain, but defeating the rules or the GM.
 
@doppelgreener I think that the term "incoherent" was used in the GNS discussions in a particular sense, in that it applied to things that didn't fit one of the big letters very well.
 
@KorvinStarmast Which sounds like a weird line of reasoning.
 
But since that can be "I've mastered the system so that I can make the character which best meshes with my friends' playstyles" and "I've tricked the GM into giving me a concession that will make the game stop working as intended," the term "gamism" isn't very useful.
 
9:18 PM
Sigh. Trying to decide if I want Monte Cook's ominous black box 'Invisible Sun'....
 
@doppelgreener yeah, a lot of that discussion had me scratching my head, I confess.
 
Yeah that really isn't a useful conflation. :(
 
Hence why even the creators of GNS threw it out in favor of a more nuanced model.
 
I can also see where the condescension comes from since it's codifying system mastery and munchkinism into one package, which is like, the one thing people who care about this want others to stop doing.
 
But GNS is pithy and uses terms which look obvious yet aren't used in obvious ways, so it's got a lot of staying power: people can remember it, and then argue about it.
 
9:19 PM
@BESW that big model/five elements; (I need to go back and find my notes on that, there may be more than five ....)
 
We've got some system mastery over Fate, others have system mastery over D&D, and overall it helps us very much avoid traps and tricks and allows us to advise and guide others through these games.
Broad disclaimer: I haven't ever found any of the models useful even when they've been brought up.
 
Knowing the strengths of your system well enough to admit it also has weaknesses is indeed useful.
 
@doppelgreener Ditto. It was useful to think about, but never useful to actually apply.
 
There are things I've found very useful in terms of describing and categorising games and players, but not the models.
@Maximillian Right. I've done that with lots of games. It's why I have lots of games I like so much, I'm also aware of the weaknesses of the ones I love most and so don't try to go places with them where they're weakest.
 
@doppelgreener This condescension is one of the downfalls of the Forge as a whole, I think, and why their games tend to feel esoteric and inaccessible. It's very didactic design.
 
9:22 PM
@Maximillian yeah. I found that for me, a certain amount of system mastery makes me enjoy a game better, but part of that is due to my own experiences. To DM I had to really know how the game worked, and where weird stuff cropped up.
 
It's why I moved to Fate in the first place: I knew D&D well enough that I also knew it was flat-out uninterested in supporting the kind of gameplay I needed the way Fate could, because of where their strengths and weaknesses lay.
And it's why I'm also looking at systems like Cortex, because they have strengths in places Fate in turn has weaknesses.
 
@doppelgreener Did you start in 2e or later?
 
D&D 3.x "You don't want to grapple. Really."
 
@KorvinStarmast I've played every edition back to the one where fighting man was a class and so was elf.
 
D&D 3.5 "I mean you could take crafting feats to make that thing you want, or you might just wait and flat out buy it and use all those feats and skill points on things that contribute to a battle or a puzzle."
 
9:23 PM
@doppelgreener OK, got it. Looking for a different/better fit ...
 
@Maximillian Well, you want to grapple. But nobody wants you to spend the rest of the session reading that part of the rulebook.
 
The fact that d20pfsrd has a multipage, multipart flowchart on how it's used, even with some degree of simplification in PF, makes my head hurt.
 
(I designed an epic level character who specialized in free-action "and now you're hogtied in anti-magic handcuffs" but gosh the turns took forever. Retired after one session.)
 
Right. D&D has its strengths. The stories I want to tell need different strengths, in areas D&D will not provide assistance. I don't need to use the one tool for an inappropriate job just because I have that tool, when I have a whole tool shop available to me.
And mostly if I try to turn a screw with a hammer I'm going to be making life very difficult for myself and might do damage to both the thing I'm doing and myself.
 
"I want a story!" "I want involving fights." "I want to feel needed and contribute to a team." "I just want my guy to be awesome and you need to pay attention to how he's awesome."
 
9:26 PM
@doppelgreener What I liked a lot about Empire of the Petal Throne, for all that it was a very close cousin to D&D original, was the polish and thought that Barker put into it. Probably some of the best DM learning I could have done, in terms of seeing how someone put a setting together in a rational way for an irrational premise.
 
@Maximillian ....Lady Blackbird it is!
 
Speaking of which, I'll guess that the con went well with Lady B?
 
@doppelgreener You will use that hammer to turn the screw and you will like it!
 
If you sharpen the hammer enough, it can have a screwdriver head! (Games that are so homebrew-added/house ruled they're something else entirely.)
 
Even better: use that hammer to make a screwdriver and enjoy the delicious beverage.
 
9:29 PM
@Rubiksmoose The hammer crushes the ice. Standard practice before blenders were ubiquitous.
 
yeah, it was good. Only three games over two days, but it was definitely a hit. The three players in the first game came back with two more to play again, and two of them were back again for the third game the next day.
I think the whole con heard the screams when Lady Blackbird accidentally poisoned herself.
 
Glad to hear it went well.
 
@KorvinStarmast I definitely did this when I was a poor college student with only ice cube trays at hand.
Could technically also be used to juice the orange but I don't really reccommend that lol.
 
Always wanted to try Dread. Any game system that relies on a JENGA tower to resolve things has to be worth trying.
 
It was definitely the right game to pick. The steampunk aesthetic and piratey flavor caught peoples' interest, and the open-ended resolution let me tailor the style to each player as needed.
 
9:31 PM
I learned how to crack ice from my dad. he'd make mom and him a whiskey sour when he got home from work one day of the weak. he'd shake up the drinks in a used/cleaned peanut butter jar. If I helped him crack the ice (wrapped in a towel, cutting board Whack with a hammer) I'd sometimes get to try and sip the residue in the bottom of the jar
 
@BESW ha! XD
 
"I just want to argue with people." "Oh you don't want this RPG table. You want the bar down the street."
 
@Maximillian same. Dread is second on my hitlist
 
@NautArch do you not think that question is clear enough to reopen then? I think it is and I have an answer that I'm itching to submit lol
 
@Maximillian Heh, the response that (I just want to argue with people) gets from me is "at another table, thanks, life's too short." We have the interwebs for arguments now.
 
9:34 PM
Several of the players had never done any TTRPGs before, and comparing them with the D&D-experienced players, it reinforced my experience that ten-foot-pole paranoia and murder-is-the-first-option playstyles are taught by D&D-like systems. The new players were quick to embrace fail forward, silly risks, and social solutions. The D&D-experienced players were more cautious, planned out everything in advance, and considered mass murder the default solution to any given situation.
 
@Rubiksmoose same. But I'm on mobile and can't cast a vote
 
@Maximillian ...if only I had more IRL players.
 
.. Now I have to see if Jenga is playable on Tabletop Simulator.
 
@Rubiksmoose (but you can answer. I don't need the rep rn)
 
@Rubiksmoose Heh, not for me. I just asked what I hope is the final question.
 
9:36 PM
control is probably too precise to be any fun...
 
I thought I knew where they were going, but then they tacked.
 
@NautArch I think it's literally just "Can I cast a spell while in the process of casting another?"
 
@NautArch I think you are off honestly. The yare literally asking about casting two spells roughly simultaneously.
 
To which the answer is "sure why not"
 
@Rubiksmoose But then it gets confusing because of Non-Cantrip/Cantrip and maximum in turn requirements.
Maybe I'm reading too much into it.
And all they are asking is if casting two spells in a turn is possible at all.
 
9:38 PM
I was gonna add some bits about longer casting times to show how even then you can cast if you find a spell that you can throw out even after using your action to re-up the casting time
 
Which we know the answer to :) But then the issues of non-cantrip spell + reaction is going to get squirrely.
 
@NautArch But that just means answers have a lot of cases to cover? That is not a problem with the qustion inherently right?
 
@Rubiksmoose Then it might be too broad?
 
@NautArch nah. It's very concise imo
 
I think this person doesn't fully understand spellcasting rules and there are multiple questions because of that.
@DavidCoffron okay, if it gets reopened, then go for it :) It's just not clear to me. But I've had a crappy day...
 
9:39 PM
@BESW Have none of them played video games? Those promote murderhoboism as well. Heck, in Diablo III, I am nothing but a murderhobo. It's all there is to do.
 
@NautArch But they aren't asking this. They are asking about casting them simultaneously. Which is a very specirfic case of casting on the same turn and also not covered by any other Q I could find.
 
Answer is: "Nothing about Spellcasting causes you to stop casting a spell when you cast another one"
 
(whoops, had to go afk)
 
@KorvinStarmast I think that uses a different part of the brain or something though
 
@Rubiksmoose Casting "simultaneously" is casting on same turn. THen that means it's a question about cantrip/non-cantrip and spellcasting on turn requirements.
 
9:40 PM
@NautArch With a fighter multiclass, they can cast two spells in a turn once per short rest.
 
@NautArch But casting on the same turn is not always casting simultaneously. It is a very specific case.
 
BUt if it's just "spellcasting simultaneously" then they don't really understand spellcasting rules in general.
 
@BESW I'm really happy it worked out well. :)
 
@NautArch Why? It is completely allowed.
 
@KorvinStarmast Yup, and those are specifics about spellcasting requirements.
 
9:41 PM
@trogdor heck yeah, I am sure you are right about that. There have likely even been studies on that.
 
@KorvinStarmast I still don't understand why the lords of evil fill their minions with loot prizes.
 
@Maximillian to get us to come down into their lairs so that they can suck our souls out. It's bait.
 
@KorvinStarmast I dunno, I kinda feel like science still doesn't care about comparing game types with each other in relation to brain activity
 
@Rubiksmoose I'mjust saying that to me, it's not clear what their actual question is. I"m trying not to make assumptions about what they're actually after. If you think you know and it gets reopened, then post your answer. But for me, I"m not voting to reopen because I don't understand the source of their problem yet.
 
it's just my guess that it works that way somehow
 
9:42 PM
@Maximillian Remember the final cut scene for Diablo I? :) All of that loot and drama were bait ... oh my aching head!
 
@NautArch agreed. They don't understand the rules so we should answer the question to help them. The issue is they are coming from another game where it does make a difference (since casting a new spell interrupts any other casting)
 
Click monster, get loot.. But.. Oh no. Oh no. The lords of evil know about clickbait.
 
First it was about Sage Advice being possibly wrong regarding spell/counterspell(which implied the spellcasting cantrip/noncantrip thing on a turn)
 
@Maximillian It's a worm on a hook, eh? The evil lords of clickbait are fishers of men and women ... or is that phishers of men and women?
 
@NautArch That's absolutely fine. I was more just discussing it and less trying to convince you to VtRO
 
9:43 PM
@NautArch just realized you can't counterspell a counterspell if your bonus action spell is countered
 
@DavidCoffron yup. There are a LOT of nuances to this that are asked across several different existing questions.
 
18
Q: If your bonus action spell is counterspelled are you still restricted to casting a cantrip that turn?

RubiksmooseThe rules for bonus action spells state: You must use a bonus action on your turn to cast the spell, provided that you haven't already taken a bonus action this turn. You can't cast another spell during the same turn, except for a cantrip with a casting time of 1 action. However, counterspe...

lol
 
@trogdor I think there have bene studies on video game stimulus response, not sure how good they are, and some on chess. Been years since I read about them. Lots of studies on casino gaming tooo..
 
If anything, my gut keeps telling me this is too broad and we can point them to the existing Q&As that will likely answer their question.
 
@Rubiksmoose right.
 
9:45 PM
@KorvinStarmast yes but none specifically like, comparing them right?
 
@NautArch But actually none of the nuances really need to be adressed in this IMO.
 
@trogdor not sure, I am not current nor well enough versed to give you a good answer.
 
@NautArch I couldn't find a QA that covers the ability to cast another spell while in the process of casting one.
 
@DavidCoffron Nor I.
 
That is at least one question that could be asked (Or narrowed down to if that is part of the questioners confusion)
 
9:47 PM
@trogdor not sure which periodicals would be a good place to start the search on that, if it interests you. A psychology professional journal?
 
@KorvinStarmast I mean, I would be passingly interested, but I already know I kinda think differently when playing video games vs tabletop stuff
 
@DavidCoffron Are you thinking that they believe there isa difference between "simultaneous casting" and casting an Action spell/Bonus Action/Reaction spell?
 
I just went out and asked
2
Q: Can you cast 2 spells at the same time?

UrhoKarilaThis question is prompted by both Sage Advice and this similar Pathfinder question. Let's use the scenario from Sage Advice: Can you cast a reaction spell on your turn? You sure can! Here’s a common way for it to happen: Cornelius the wizard is casting fireball on his turn, and his...

 
Sounds like the sort of thing that's mostly languishing in limited-print PhD theses.
 
@DavidCoffron What do you mean by "casting a new spell?"
 
9:49 PM
@trogdor Ever since I heard someone compare trying to understand the brain by measuring brain activity to trying to understand a computer by observing the electrical currents through it I can't shake a weird feeling about such studies
 
lol
 
If I'm casting, say mending, and then use my bonus action to cast magic stone, mending isn't cancelled.
In some other systems it would be
 
@DavidCoffron @Rubiksmoose THe more I read it, the more I think you guys are right in that the true question is "Can I cast two spells on the same turn" by means of "Is casting two spells on the same turn simultaneous casting and is that possible or does the first spell not complete?"
 
In this case, counterspell is being cast in the "1 action" time-frame. The OP is wondering if fireball is cancelled (it's not)
 
@DavidCoffron Right, so they're question IS "Can I cast two spells on the same turn"
 
9:51 PM
@NautArch that's not what I think the question is
No. It's "Does casting a spell interrupt a spell on currently casting"
 
Question is open. Answer is posted.
 
They already know they can cast two spells in a turn
 
@DavidCoffron Well one precludes the other so any answer has to answer both.
 
@trogdor I remember when Myst was all the rage. That was more of a puzzle game. What I like about the TTRPG is the interpersonal interactions. So yeah, brain working differently in a variety of ways.
 
@DavidCoffron Then why do they think one would be cancelled by the second?
If you have said "you can cast two spells on the same turn", then you've already answered "Does casting a 2nd spell on the same turn stop the first"
 
9:52 PM
@NautArch bc in other game systems it would be (the linked Pathfinder question). In Pathfinder you can only cast one spell at a time
 
@KorvinStarmast yeah my main point is face to face personal interaction
 
It's different than casting two spells at the same turn
 
@DavidCoffron Gotcha - so this is them trying to apply another system's rules to 5e. I don't think they understand the "turn" in 5e and that's probably where an answer should lie?
 
or at least any interaction with other people, even online,... because some board games you can play online
but it's a bigger deal if you are in the same room, at least for me
 
@ACuriousMind That was probably the best part of Noumenon.
 
9:54 PM
@DavidCoffron @Rubiksmoose If anything, I don't understand how you can cast Counterspell on a turn you cast Fireball as a reaction. It's still your turn :)
 
@NautArch I think they were just making sure they (and sage Advice) didn't miss something that cancels current castings when you cast a spell
 
@NautArch The restriction on casting multiple spells per turn only applies to bonus action spells.
 
@DavidCoffron Gotcha. THe problems of being deep in multiple systems :)
@Rubiksmoose d'oh. yup.
 
facepalm Their comment reply just made me confused. Timing doesn't work like that in 5e.
 
@DavidCoffron That's why I said their problem was really not understanding Turns.
 
9:56 PM
@BESW ...are you referring to the Kantian concept?
 
Or in Pathfinder... I don't know what exactly they mean
 
@NautArch I had totally been thinking along those exact lines earlier while writing lol. It is hard to remember that.
 
Mind as noumenon, brain activity as phenomena?
 
howdy @UrhoKarila
 
Glad to see this is active :)
 
9:57 PM
@DavidCoffron What do you mean? It doesn't look like they said anything incorrect to me.
 
Was running errands and on mobile earlier, else I'd have jumped in
 
@Rubiksmoose no. Their comment implies a difference between "within the span of the 1 action casting time" and "literally simultaneously"
But counterspell is a reaction spell so it interposes fine
 
@UrhoKarila Out of curiosity, before you get slammed with questions. Is my answer getting close to solving your issue?
 
One of the better bits involved them actually discovering an alien ship but being completely unable to figure out how it works because the aliens have senses and physical capacities that interface with the ship in ways humans can't fathom.
 
9:59 PM
@DavidCoffron I mean time is so wonky in 5e that I see those as basically the same thing honestly.
 
@UrhoKarila I'm trying not to be pedantic, but doyou understand the 5e turn system?
 
@Rubiksmoose me too. that's why I'm unsure what the confusion comes from
 
Or at least I don't see a meaningful mechanical difference in making that distinction.
 
Sorry, just catching up on chat so far
 
No worries at all.
 
10:02 PM
@Rubiksmoose I think so, yeah. I suppose the base assumption of the question is that SA was correct
 
I've gtg unfortunately. @ me or comment if you have any suggestions or critiques for me. If what I've put down does not help I would like ot understand why so I can improve it.
 
SO an answer would either find a reason to dispute that belief, or assert that spells can be cast simultaneously
 
@UrhoKarila what makes you think they wouldn't be able to?
 
@UrhoKarila Ok yeah, that is what I kind of figured. Really hard to prove something like that but I think I gave it a good go.
 
@NautArch: I guess I don't understand why this question precludes an understanding of the Turn system.
 
10:03 PM
@UrhoKarila What do you mean by "simultaneous". That's why I'm asking about the Turn system. THe turn is 6 seconds long. You can have an Action, a Bonus Action, and potentially a Reaction in that 6 second period.
SPellcasting could be any one, or all, of those.
So "simulataneous" isn't really a 5e thing. Time is funky in 5e.
 
@DavidCoffron: I took a dive into the PF system of spellcasting in that linked question. It was a bit of confusion initally about version differences, and then bemusement that the mechanics of the game allowed for this sort of thing

"It's terribly complex, prone to failure, and can fail if you take damage but nah it's fine you can cast two at the same time they're pretty easy" is just an interesting concept
 
@UrhoKarila You really can't combine two different RPG systems when trying to understand the rules, though.
 
@NautArch: Yeah, time's funky. I do have a soft spot for translating D&D round time to something approximating realtime when possible
The PF question just sparked the interest. It was in the question for context earlier, but I'm not trying to read PF onto 5e
And yeah, the turn's 6 seconds long

But Counterspell's specific about when it occurs
"You attempt to interrupt a creature in the process of casting a spell" is page 228 on my version of the player's handbook
 
@UrhoKarila That "interrupt" language is very confusing. We've got a few existing questions on it :)
But in general, the idea is that it "interrupts" if it's a longer casting time, but otherwise, it just causes the spell to fail.
 
@UrhoKarila in this case you are interrupting the enemy's counterspell
Which means he fails to attempt to interrupt your spell
 
10:08 PM
So the CS is obviously cast before the FB resolves. So we're looking at an order of actions that's
- A begins to cast fireball
....- B begins to cast Counterspell
....- B resolves Counterspell
- A resolves Counterspell
Ah, the indenting was lost there
 
Is A not trying to counterspell B's counterspell?
 
Slipping an additional counterspell would be

- A begins to cast fireball
....- B begins to cast Counterspell
........- A begins to cast Counterspell
........- A resolves Counterspell
....- B resolves Counterspell
- A resolves Counterspell
 
Really, it's more like -A Casts fireball -- B casts counterspell in an attempt to stop it -- A casts counterspell in an attempt to stop B's counterspell.
 
Have you played MtG? Many of the designers of 5e also worked on MtG at one point and this event resolves in almost the same way as the stack would.
 
argh, now I"ve got to go. Time to feed the kids.
 
10:10 PM
B never resolves counterspell because A's counterspell cancels it
Which means fireball isn't cancelled
 
It's the "You attempt to interrupt a creature in the process of casting a spell" that's getting me hung up

Again, it's not the most important of mechanics to hammer out the real-timeline of how this would play out
Yeah, I'm on board with FB not being cancelled
It was the "A's in the middle of casting fireball, but then successfully casts CS while holding to FB" that struck me
 
So B attempts to counterspell A's fireball. In the process of casting counterspell, A response with counterspell meaning B never gets the chance to attempt to interrupt fireball
@UrhoKarila yeah, nothing precludes that since regular casting doesn't require concentration like it does in Pathfinder (only longer casting times do)
 
Only thing that I've seen that could preclude it is VSM components
Though Counterspell is somatic components only, and could be (I guess) cast with the off hand
 
@UrhoKarila that's a good point actually.
I didn't think about the materials
I'm not sure if a hand being used to actively cast a spell is considered free or not (@Rubiksmoose for later)
 
The main situation that springs to mind as something that could trigger this would be characters wielding a shield
I'd assume that if the hand's actively in use, it's no longer free
I'm not sure it's specified anywhere, though
 
10:16 PM
@UrhoKarila I would ask a separate question for that (using a different example that makes it more clear the hand is actively being used. Try burning hands)
 
Oof.
I feel like 5e was not intended to stand up to this level of scrutiny
 
Isn't that part of its mission statement? "This game is not intended to work as-is, because we expect GMs to finish it for us"?
 
@UrhoKarila It wasn't. I have a list of about 30 questions on here that didn't have satisfactory anseers because of how it was written
 
Alternative scenario: Caster without the War Caster feat, wielding a shield is using one hand to cast
A shield is subject to don/doff rules, so can't be removed as a free action
Assuming a somatic-active hand can't be used for the S elements of another spell, counterspell can't be cast (without losing the original spell)
 
It's not broken if you tell the end user to fix it.
5
 
10:19 PM
@UrhoKarila if you don't have another free hand*
Gotta account for those thrikreen homebrew
 
True, true
 
"Thrikreen homebrew" sounds like a particularly noxious alcoholic beverage.
 
Gonna upvotes your question real fast has some interesting dilemmas I didn't foresee
 
You may want such a beverage if you've got a thrikeen homebrew
 
@UrhoKarila all the thrikreen homebrews ive seen are fundamentally different than how thrikreen are imagined (as having extra usable hands) or are ridiculously overpowered. No fault to the homebrewers though. Handedness is a very important resource in 5e.
 
11:10 PM
@BESW A different way to say the same thing is "this game was not built for munchkins"
 
@KorvinStarmast Strongly disagree.
 
That's OK, we don't have to agree. what you stated isn't a fair statement.
And with that, My wife is ready for me to take her out for dinner. Birthday celebration, so adieu to all and be well.
 
Ttfn!
Their philosophy around the game rules for D&D 5e has consistently been that DMs will have to make a lot of rules decisions, though, and that even official rulings and Sage Advice is just "advice".
("This column doesn’t replace a DM’s adjudication. Just as the rules do, the column is meant to give DMs, as well as players, tools for tuning the game according to their tastes.")
Which puts a lot of responsibility on the DM to finalise the game design in ways other games just don't do, because the game designers consider it their responsibility to finalise those details to make sure the game is reliably functional.
... which is a paradigm I can much better get behind.
Contrast to virtually every other modern RPG which is expected to be playable as-is out of the box without rules finalising decisions & rules conflict resolution decisions needing to be made by the group, because such decisions are interpreted as indicating an unfinished or underpolished product which winds up reflecting poorly on the creator.
In light of the standard set by its contemporaries, the degree to which D&D chooses to rely on finalisation on the part of a DM (often completely new and unprepared to make such decisions because they only started playing tabletop RPGs at all let alone this game a few hours or weeks ago) is tacitly choosing to leave it in an unfinished state and choosing to leave final decision-making to those eminently less prepared for it.
Historically, it's just doing what it's always been doing. (Except when they decided to ditch this paradigm in D&D 4e, and establish some common mechanics that shedded the need for this paradigm.)
But contemporarily it's doing stuff the industry has decided isn't acceptable on behalf of a game designer.
 
11:29 PM
@doppelgreener Tbh this is why I fell in love with D&D. I like flexible mechanics because it makes the world richer in my opinion. It wasn't until I found other TBTRPGs that manage to keep a rich world without having flexible mechanics (often by separating narration from mechanics) that I widened my perception of what constitutes a fun RPG for me. 4e felt too much like a battle tactics game to me (without some homebrewing which I readily did) which is fine for what it is, but I didn't enjoy as much.
 
There's flexible mechanics, but D&D also frequently puts them at odds in ways where we don't know how to put them together. (See: most of this site's volumes.) It also frequently tells us we cannot do the things we're interested in doing, because there aren't tools for it available.
There are plenty of contemporary games which are extremely flexible, without creating this burden or denial of choice.
 
Of course it takes a level of system mastery to seemlessly modify confusing rules or make new ones on the fly to suit your needs. That's something I've never had a problem attaining since I enjoy learning everything about a game and understanding the underlying systems at work. It is not something new GMs are prepared for (which is what I dislike about D&D to some degree)
 
There are a ton of games which allow for insane levels of flexibility without the user needing significant system mastery or experience.
 
@BESW And those games are better. I just didn't know about them in my TBTRPG infancy
@doppelgreener Agreed. I think they should have been more up front about the handling of ambiguous rules. Releasing a Dungeon Master's Guide makes it seem like that's all you need to understand running the game, but not only is the advice in the book lacking in many places, sometimes it is just bad advice.
 
What I really admired about 4e was that it was very explicit about what it was and wasn't trying to do/be.
 
11:36 PM
Tbh the only reason I play D&D now is because I know it the best and I'm with a few groups who only play D&D and I have lots of fun with them. If I learned another system well enough and found a couple great people to play with I would jump to that system immediately (it's just hard with the pseudo-monopoly D&D has over the TBTRPG community)
 
Knowing it well is the common reason to stick with it, yeah.
 
@doppelgreener But I really really want to learn FATE
 
I recommend it!
 
@DavidCoffron That's one reason I ran a Lady Blackbird table at the local convention this weekend!
 
It looks like tons of fun
 
11:37 PM
Just to get people more aware of how different RPGs can be.
Of course, there were twice as many D&D tables.
 
@BESW And if I were there I wouldve probably sat down with excited eyes
(oops)
(was opening new tab to go to main site, but my ctrl-t didn't work)
 
One might even say you... lost control.
 
I don't mean to say anyone's wrong for playing or liking D&D. But it is the most well-resourced game in the industry. One of its books even hit a top 10 best seller list recently. It is doing a lot of things that, in any other game in the industry, get readily seen as flaws, and leaving a lot only partly done with this much resource doesn't seem acceptable to me.
 
And there's a lot of games that admit they aren't really complete or coherent yet/ever, and folx play them anyway.
 
@doppelgreener One of the things I've questioned a lot recently is why these flaws are here. They have plenty of resources, skilled designers, and they were playtesting for 5e for at least a year (IIRC). Not sure if it was laziness or incompetence or they just are using their resources for something else.
 
11:42 PM
But claiming contradictory or confusing mechanics are a feature seems... well. We know Wizards knows how to do otherwise.
 
@BESW I mean MtG is very confusing (but not contradictory [anymore] so that's good). At least it was to me at first
 
It is definitely confusing sometimes, I just get to be one of the people who has somehow absorbed 75% of its rules into my head like an encyclopedia
 
@DavidCoffron There's a lot of evidence that the dev team didn't have the resources they needed, and that ever since Wizards took over the D&D franchise they've been making decisions to chase demographics they don't fully understand.
For example, you can playtest all you want but it won't help if you don't know what you're playtesting for.
 
@doppelgreener I am thinking about taking (learning enough first) the judge test just to say I could. Would be a great accomplishment for me
@BESW But they get/got feedback from their players. They should('ve) listen to it
 
Devs bragged that the (very limited) 3.0 in-house playtests featured deliberately and dramatically sub-optimal character builds instead of rather than in addition to the kinds of the builds the game text seems to expect.
For 5e, I got the impression they were running more of a popularity contest than a playtest, trying to court the anti-4e demographic.
 
11:46 PM
@BESW To be fair, some of the feedback for UnearthedArcana I've seen seem very counter to how I hope the game goes in the future (see DawnforgedCast on Youtube for a possible clarification on my point).
So maybe fan feedback isn't the best.
 
I've seen a fair number of playtests from different RPG devs, and the 5e playtest was haphazard and unfocused. I have no reason to think they knew how to process the feedback into actionable items.
Their stated design goals wobbled all over the place over the course of development and the final product only reflects the original announcement inasmuch as it's still trying to court disillusioned pre-4e players.
 
Although the MtGArena playtest was very well done. They responded to feedback effectively and efficiently. Some things didn't get in (probably because Wizards would make less money if it did), but for the most part they made it work. So Wizards has it in them
 
@DavidCoffron it's definitely not great if you intentionally splinter your fanbase for money anyway
XD
 
It's useful to remember that Wizards doesn't seem to do a lot of sharing-of-learning between their departments.
 
@BESW One of the first things I learned in business class is inter-department communication is a major factor in success (to make sure the same mistakes don't happen on multiple levels/sectors)
@trogdor I mean, they are a company. You can't fault them too much (but I readily fault them enough xD)
 
11:52 PM
It definitely felt pretty crap when D&D 5e was announced and it entirely disowned D&D 4e's very existence.
 
D&D also labors under the twin burdens of being the game with the longest most internally contradictory traditions (and the fanbase most attached to those traditions in all their contrariness) and one of the only games owned by a major toy company which expects it to make profits that are frankly unrealistic for an RPG.
 
@DavidCoffron I can fault them plenty, there are other companies who don't alienate parts of their consumer base for quick cash
Even just within the same industry
@doppelgreener yeaaahh I was not exactly happy with that idea
 
This makes it impossible for the devs to focus narrowly on a single target experience, because they have to satisfy multiple non-overlapping demographics with a single product in order to get the sales numbers they need, while being unable to integrate too many modern RPG innovations because the game needs to remain "true" to its traditional background.
 
The 5e experience I have right now is good, but only because the people in it with me are fun
 
The original 5e pitch would have been AMAZING if it'd been successful: to create a core mechanic with snap-on modules for different traditional elements so that you can mix-and-match different features of different editions to make your own game.
 
11:58 PM
The system for it,... I could easily improve my experience by it not being 5e
 
What we got was more "core mechanic with a lot of bits, you figure out how they go together."
 
@BESW it's hell of a confusing set of mechanics in how they fit together
I was confused at first by 4e but 5th edition is still confusing me up to this point
 
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