overgeeked
Open-World Sandbox
Most versions of D&D have that baked in. The exception is 3X, where the referee is expected to build monsters the same as PCs are built. This carries over to most D&D-like games.
I'm not sure that's true. With D&D the players and GM have different rules for many of the things they do, but both are of about equal complexity. Your 2E character has this list of stats and abilities and proficiencies and equipment, while the GM has monsters with hit points and abilities and attacks and so on.Most versions of D&D have that baked in.
I'm not sure that's true. With D&D the players and GM have different rules for many of the things they do, but both are of about equal complexity. Your 2E character has this list of stats and abilities and proficiencies and equipment, while the GM has monsters with hit points and abilities and attacks and so on.
Maybe. I think tables reduces that kind of complexity, compared to having to know rules and reference equations and such.I would say that, from experience, OD&D, 1e, and Basic (B/X, BECMI) are strongly asymmetric.
The DM is required to know a lot. The players? Not so much.
Maybe. I think tables reduces that kind of complexity, compared to having to know rules and reference equations and such.
I'm not sure that's true. With D&D the players and GM have different rules for many of the things they do, but both are of about equal complexity. Your 2E character has this list of stats and abilities and proficiencies and equipment, while the GM has monsters with hit points and abilities and attacks and so on.
Right. But other than the to-hit matrix, the referee is not regularly checking their math on anything. The players are. The referee can simply declare something is so, from monster stats to NPCs to gods. The players, not so much. They have rules they are generally required to follow…unless the referee says otherwise.Maybe. I think tables reduces that kind of complexity, compared to having to know rules and reference equations and such.
They might be different, but they seem to be very closely related.Note, also, that I am talking about rules complexity. I am not talking about workload. Those are different things.
Dragonbane was one of my first thoughts as an example.If you take a game like Dragonbane as an example where the majority of the rules information flows from the PCs, I think you start to see assymmetry with the higher complexity on the side of the PCs. The GM doesn't set DCs -- those numbers are defined by the PC skills and abilities -- and adversaries are simpler to run than PCs. Monsters even moreso because their actions are random and don'e engage the system the same way that NPCs do.
Note, also, that I am talking about rules complexity. I am not talking about workload. Those are different things.