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Switch to Forum Live View Yet another meter/yard pledge
4 months ago  ::  Feb 03, 2013 - 8:29AM #61
Nesian42Ryukaiel
Date Joined: Jun 5, 2012
Posts: 12
Well, D&D being a game made in the U.S., I do understand that the majority of players (who seems to be Americans) are more comfortable with the imperial system.

But do consider though, that the majority of the whole world is using metric measurements, including where I live. Such people can't get clear images in their mind when you say "a blade 5'4" long"; they will, however, almost immediately get the picture of a "160cm long blade" much more easily.
All dragonborn psions, unite!
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4 months ago  ::  Feb 06, 2013 - 5:39AM #62
will_dice
Date Joined: Oct 18, 2009
Posts: 5,460

Feb 3, 2013 -- 12:31AM, Haldrik wrote:

Feb 2, 2013 -- 5:39PM, arnwolf666 wrote:

The metric system does not feel medieval.  Dnd is a medieval fantasy game.  Inches, yards, ounces, bushels, acres, all bring out the setting.  Metric was not invented to well after the medieval period.





This.



The thread is about using yards instead of feet, because it's still a medieval-ish Imperial Unit and it's easier to convert into metric if you want to. So, win-win.

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3 months ago  ::  Feb 24, 2013 - 9:21PM #63
Nibelung_ajr
Date Joined: Jun 10, 2007
Posts: 340
Bump. Keep the discussion visible. 
[<()>]Proud Brazilian. Typos are free bonuses.

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Jun 27, 2010 -- 3:28AM, Duskweaver wrote:

Metaplot is to DMs what railroading is to players.



May 21, 2011 -- 8:56AM, Timmeh wrote:

There are really three types of feats, in my opinion. My ratings are based on how much they add flavorwise to your character:

Feats that you pick because they fit your character: For instance, Jack of All Trades, Disciple of Lore, Skill Focus, Potent Restorables. In my game, my Artificer studied healing and magic extensively. He had a strong belief that while it wasn't possible to be the best at everything, it was important to understand a bit of everything. These feats didn't add any more opportunity to roleplay; they reinforced the ideas already presented with mechanics to back them up.

Feats that you pick because they represent what your character is becoming:For instance, Multiclass feats, White Lotus Evasion. My rogue is taking a Warden multiclass; representing him overcoming his fears of primal spirits. My artificer is taking White Lotus Evasion, because it represents him returning to his elven roots. These feats accompany adding ideas to your character, and add mechanics that allow these ideas to function where if they were missing, it would not.

Feats You Pick Because You Need Them Or Solely Because of a Mechanical Bonus: For instance, Weapon Proficency, Arcane Implement Proficency, Expertise. If you need to take a feat in order either 1. Complete a reasonable archetype (Enchanter who fights with Sword and Spell) or 2. Meet the expectations that the group puts on you (ie; In order to play in this Super Optimized group, I need to have X otherwise I'm pulling the group down), then it fits this. On the same end, sometimes you're going to pick a feat because it makes combat more fun; not because it adds to your character in any way. Expanded critical hit range? Makes the game more fun; but other than "My character got better", there's not much to it.

I would say that general feats often fall more often into the "Solely Because of a Mechanical Bonus" column. There's exceptions of course (Skill Power), but that's generally how I perceive things.



My DDI subscription is renewed. I really missed the compendium on my table.
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