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Convincing 4th Edition players to consider 5th Edition
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<blockquote data-quote="Aenghus" data-source="post: 5965265" data-attributes="member: 2656"><p>Talking only of good DMs and bad DMs excludes the middle of average DMs, who I think are in the majority. And "good" rules can help reduce the workload of DMs and the number of small-scale decisions they need to make, freeing them to focus on the bigger picture, and offer reasonable and viable options to players as opposed to trap options, or options where the flavour text doesnt match what the mechanics actually do. </p><p></p><p>I find increased reliance on DM fiat increases the stress and workload of refereeing significantly. I certainly felt this increased decision stress in the recent playtest.</p><p></p><p></p><p>Secondly, its a communication issue. Referees and players can have genuine misunderstandings and disagreements as to how things work in the real world or the game world, without either party being a "bad DM" or a "bad player". A solid set of rules can improve communication and reduce misunderstandings, and provide a system of arbitration in the case of disagreements that helps illuminate or solve the problem and provides more information to help the DM make a decision.</p></blockquote><p></p>
[QUOTE="Aenghus, post: 5965265, member: 2656"] Talking only of good DMs and bad DMs excludes the middle of average DMs, who I think are in the majority. And "good" rules can help reduce the workload of DMs and the number of small-scale decisions they need to make, freeing them to focus on the bigger picture, and offer reasonable and viable options to players as opposed to trap options, or options where the flavour text doesnt match what the mechanics actually do. I find increased reliance on DM fiat increases the stress and workload of refereeing significantly. I certainly felt this increased decision stress in the recent playtest. Secondly, its a communication issue. Referees and players can have genuine misunderstandings and disagreements as to how things work in the real world or the game world, without either party being a "bad DM" or a "bad player". A solid set of rules can improve communication and reduce misunderstandings, and provide a system of arbitration in the case of disagreements that helps illuminate or solve the problem and provides more information to help the DM make a decision. [/QUOTE]
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