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Rules, Rules, Rules: Thoughts on the Past, Present, and Future of D&D
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<blockquote data-quote="payn" data-source="post: 8848806" data-attributes="member: 90374"><p>On this front, I'm not as concerned about the standardization nor think the opposite really has much to do with success and popularity of D&D. I think a less structured game is easier to enter for casual players, but has its issues in the long term. Cultural elements outside the ruleset I believe play a larger part in combination of ruleset. YMMV.</p><p></p><p>I think folks like both structured mechanics and those that are open to interpretation. I had a lot of thoughts recently about feats of 3E-PF1-PF2. The big issue I had was the choice comparisons. For example, you may have to choose between a really cool feat that is very situational, like maybe once a campaign situational, against a feat that is not cool, but of great utility in every session, if not every encounter. That is a crappy position to be in. One that has plagued the game for sometime as more system mastery minded folks push the gulf between them and less rules inclined players in effectiveness. </p><p></p><p>Im not a designer, but if I was, Id make sure mechanics choices remain siloed into similar ruleset expectations.</p></blockquote><p></p>
[QUOTE="payn, post: 8848806, member: 90374"] On this front, I'm not as concerned about the standardization nor think the opposite really has much to do with success and popularity of D&D. I think a less structured game is easier to enter for casual players, but has its issues in the long term. Cultural elements outside the ruleset I believe play a larger part in combination of ruleset. YMMV. I think folks like both structured mechanics and those that are open to interpretation. I had a lot of thoughts recently about feats of 3E-PF1-PF2. The big issue I had was the choice comparisons. For example, you may have to choose between a really cool feat that is very situational, like maybe once a campaign situational, against a feat that is not cool, but of great utility in every session, if not every encounter. That is a crappy position to be in. One that has plagued the game for sometime as more system mastery minded folks push the gulf between them and less rules inclined players in effectiveness. Im not a designer, but if I was, Id make sure mechanics choices remain siloed into similar ruleset expectations. [/QUOTE]
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Rules, Rules, Rules: Thoughts on the Past, Present, and Future of D&D
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