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With Respect to the Door and Expectations....The REAL Reason 5e Can't Unite the Base
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<blockquote data-quote="I'm A Banana" data-source="post: 5981151" data-attributes="member: 2067"><p>The issue becomes that different DMs in different styles with different personal preferences or even in games with different focuses want detailed rules for very different things.</p><p></p><p>A desert exploration adventure might benefit from detailed rules about food and water consumption, and with monsters, creatures, and hazards, and items that interact with that (such as a blue dragon's ability to destroy water, or the Renk from Dark Sun that lets you eat it instead of drinking). It's not something you're going to want to make a DM judgement call on every half hour in the session. However, if you're doing a dungeon-of-the-week style game, those rules get in the way: it's easy to assume you have enough food for your journey, because the game isn't really concerned with managing that resource.</p><p></p><p>Similarly, a game about court intrigue would benefit greatly from detailed alliance rules and realtionship webs, but SCREW THAT NOISE if I'm playing a game about ruffian mercenaries on the run from the law.</p><p></p><p>You want detail for the things you're interested in, for the things you want PC's to do, and different DMs are interested in different details at different times. </p><p></p><p></p><p></p><p>Being forced to do that is a TREMENDOUS problem for a lot of players and DMs. That's unnecessary work and disbelief-breaking and all sorts of things.</p><p></p><p>The trick is to provide detailed rules for the people who want it, and not make you feel like you HAVE to use them. Labeling them as optional is a good start.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 5981151, member: 2067"] The issue becomes that different DMs in different styles with different personal preferences or even in games with different focuses want detailed rules for very different things. A desert exploration adventure might benefit from detailed rules about food and water consumption, and with monsters, creatures, and hazards, and items that interact with that (such as a blue dragon's ability to destroy water, or the Renk from Dark Sun that lets you eat it instead of drinking). It's not something you're going to want to make a DM judgement call on every half hour in the session. However, if you're doing a dungeon-of-the-week style game, those rules get in the way: it's easy to assume you have enough food for your journey, because the game isn't really concerned with managing that resource. Similarly, a game about court intrigue would benefit greatly from detailed alliance rules and realtionship webs, but SCREW THAT NOISE if I'm playing a game about ruffian mercenaries on the run from the law. You want detail for the things you're interested in, for the things you want PC's to do, and different DMs are interested in different details at different times. Being forced to do that is a TREMENDOUS problem for a lot of players and DMs. That's unnecessary work and disbelief-breaking and all sorts of things. The trick is to provide detailed rules for the people who want it, and not make you feel like you HAVE to use them. Labeling them as optional is a good start. [/QUOTE]
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With Respect to the Door and Expectations....The REAL Reason 5e Can't Unite the Base
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