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I for one hope we don't get "clarification" on many things.
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<blockquote data-quote="Li Shenron" data-source="post: 6370052" data-attributes="member: 1465"><p>I agree with the OP. When I was DMing 3ed D&D the general feeling was that whenever I encountered a situation I didn't <em>remember</em> how to handle by the RAW, I had to look for the answer somewhere in the books. Sure I made it up sometimes, but the <em>feeling</em> was that it was a shortcoming on my part, not knowing the rule already... When the books offer rules that are not too codified, it already makes me feel more free and confident that I am not running it "wrong" because more often than before there is no "wrong".</p><p></p><p>I also think there is another (major) problem with heavily codified rules: that they tend to "nail down" the playstyle much more. With regard to Hiding, heavy rules inevitably imply tactical playstyle. What about those who dislike that playstyle? They have to either comply with that, or go against the rules and get that sour feeling of being a little off the community, as in "you're playing it differently than everybody else, you can't play with us". (Now of course if the rules of Hiding were clearer and simpler, they wouldn't imply much on how the game is run) Instead, when rules are less codified, <em>being different</em> (i.e. having to apply your interpretation) becomes the norm: all gaming groups are different, so no one is different. </p><p></p><p>I think that this openness of many rules is a key property of 5e that really allows each group to seek their playstyle and preferences without feeling like they are changing the game.</p><p></p><p>Because of that, I hope that most of the times the designers will resist the temptation of "official" clarifications or sage advice, as much as possible. It would be better instead if for every question that springs up, they would give at least 2 different examples on how to handle it.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 6370052, member: 1465"] I agree with the OP. When I was DMing 3ed D&D the general feeling was that whenever I encountered a situation I didn't [I]remember[/I] how to handle by the RAW, I had to look for the answer somewhere in the books. Sure I made it up sometimes, but the [I]feeling[/I] was that it was a shortcoming on my part, not knowing the rule already... When the books offer rules that are not too codified, it already makes me feel more free and confident that I am not running it "wrong" because more often than before there is no "wrong". I also think there is another (major) problem with heavily codified rules: that they tend to "nail down" the playstyle much more. With regard to Hiding, heavy rules inevitably imply tactical playstyle. What about those who dislike that playstyle? They have to either comply with that, or go against the rules and get that sour feeling of being a little off the community, as in "you're playing it differently than everybody else, you can't play with us". (Now of course if the rules of Hiding were clearer and simpler, they wouldn't imply much on how the game is run) Instead, when rules are less codified, [I]being different[/I] (i.e. having to apply your interpretation) becomes the norm: all gaming groups are different, so no one is different. I think that this openness of many rules is a key property of 5e that really allows each group to seek their playstyle and preferences without feeling like they are changing the game. Because of that, I hope that most of the times the designers will resist the temptation of "official" clarifications or sage advice, as much as possible. It would be better instead if for every question that springs up, they would give at least 2 different examples on how to handle it. [/QUOTE]
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Community
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I for one hope we don't get "clarification" on many things.
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