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InitialsDiceBearhttps://github.com/dicebear/dicebearhttps://creativecommons.org/publicdomain/zero/1.0/„Initials” (https://github.com/dicebear/dicebear) by „DiceBear”, licensed under „CC0 1.0” (https://creativecommons.org/publicdomain/zero/1.0/)NA
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2 yr. ago

  • Well my point was more that there's a bit of a rose-tint in this person's description of the "early internet"... unless they mean really early, like ARPANET early.

    Plenty of rage-bait attention seeking in the mid-2000s.

  • Pain is a great teacher.

    If you had the hardware to build a robot that could "feel" the world around it, and you wanted it to self-teach how to move around on its own (so that you don't have to pre-define movement paths), you would probably program in a system that could interpret potentially damaging sensations as danger/bad and avoid them automatically (too hot/too cold/too sharp/too hard/etc). That system would essentially be a pain response.

  • It foists basically all mechanic decisions that aren't directly related to combat onto DM adjudication, and provides very little guidance.

    The idea here is that the D&D ruleset is supposed to be permissive, not restrictive:

    • permissive - anything not explicitly prohibited is allowed
    • restrictive - anything not explicitly allowed is prohibited

    The gameplay experience depends greatly on which of these directions you interpret rules from. So, when you say that it "provides very little guidance", that's intentional, because it allows the DM and the players to use the basic structure of the game to support and inspire having fun and being creative. It should be a foundation, not a cage.

    D&D was always intended to be an open framework for actual roleplaying. The munchkin concept of gaming the rules for min-maxing stats came later.

    Rules lawyers, be they DM or player, make playing less fun.