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*TTRPGs General
3e, DMs, and Inferred Player Power
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<blockquote data-quote="Varianor Abroad" data-source="post: 2550689" data-attributes="member: 12425"><p>Yeah. Exactly. Because there are some simple, basic principles that are consistent throughout those rules. </p><p></p><p>Granted, books beyond core break that. They do contradict the core rules or even ignore some of those good design principles. So there can be (and is) more work when you go beyond PH, MM and DMG. But in many cases those additional rules make less work. The old days of arguments in 1E? My god. My head still hurts remembering some of the absolute knock down, drag-em-outs because there was nothing to even attempt to find a principle with to adjudicate. Whatever logic a player could attempt to grasp became a weapon to "beat" the DM at their ruling to drag out some miniscule advantage in that combat.</p><p></p><p>Then you had to write it down to be consistent.</p><p></p><p>Then the PCs conveniently forgot it when it helped them.</p><p></p><p>Then they argued it when you brought it up with new and different reasons why it shouldn't apply (if it benefitted them) or why it should (if it benefitted them). </p><p></p><p>Are the current rules stifling creativity and gameplay. Nope. I think they are enhancing it.</p><p></p><p>What I think is happening instead is that we're hearing more about all sorts of gaming groups. The player whose DM is only doing it because someone "has to" instead of wanting to put in those hours polishing the world. The story-oriented DM who is getting started with a group of veteran powergamers hungry to try out the latest Complete option. The newly formed group who all hate each other but play together because it's the only game in town. And the success stories - the ones behind every successful DM posting in this thread.</p></blockquote><p></p>
[QUOTE="Varianor Abroad, post: 2550689, member: 12425"] Yeah. Exactly. Because there are some simple, basic principles that are consistent throughout those rules. Granted, books beyond core break that. They do contradict the core rules or even ignore some of those good design principles. So there can be (and is) more work when you go beyond PH, MM and DMG. But in many cases those additional rules make less work. The old days of arguments in 1E? My god. My head still hurts remembering some of the absolute knock down, drag-em-outs because there was nothing to even attempt to find a principle with to adjudicate. Whatever logic a player could attempt to grasp became a weapon to "beat" the DM at their ruling to drag out some miniscule advantage in that combat. Then you had to write it down to be consistent. Then the PCs conveniently forgot it when it helped them. Then they argued it when you brought it up with new and different reasons why it shouldn't apply (if it benefitted them) or why it should (if it benefitted them). Are the current rules stifling creativity and gameplay. Nope. I think they are enhancing it. What I think is happening instead is that we're hearing more about all sorts of gaming groups. The player whose DM is only doing it because someone "has to" instead of wanting to put in those hours polishing the world. The story-oriented DM who is getting started with a group of veteran powergamers hungry to try out the latest Complete option. The newly formed group who all hate each other but play together because it's the only game in town. And the success stories - the ones behind every successful DM posting in this thread. [/QUOTE]
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