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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
4E: DM-proofing the game
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<blockquote data-quote="Reynard" data-source="post: 4015395" data-attributes="member: 467"><p>That's because you are not actually adressing the subject -- you are addressing what you think the subject is. Your 1E example is in, fact, the crux of the isue: 1E has sparse rules outside of combat, so the DM was responsible for much more. You are wrong, however, about their being no support for the DM in AD&D -- the 1E DMG is often criticised for its organization because it is in fact a toolbox full of many different kinds of thing, from diseases to castle construction to society and culture. By contrast, 3E and apparently 4E try and cover everthing in actual written rules. The game-space these rules take up is game-space that used to be occupied by the DM. That those rules are there means there's no need for the DM to adjudicate tose situations, which in turn removes the "danger" of DM fiat and makes things more predictable for the players and creates a focus on engaging the game through the rules rather than through (as someone said upthread) "direct negotiations" with the DM.</p><p></p><p>It's funny -- Lizard and I share a general distrust of 4E but that's about as far as our opinions coincide. I think the game should be taken back to the 1E days, while I gather that Lizard thinks the game should be more like the "good" parts of 3E.</p><p></p><p>Reading the pit fiend stat block made me realize that, while it seems kind of odd that the creatures don't seem like they will exist outside of the bounds of a combat encounter, there is in fact a lot of blank space. And blank space is the best thing you can give a DM.</p></blockquote><p></p>
[QUOTE="Reynard, post: 4015395, member: 467"] That's because you are not actually adressing the subject -- you are addressing what you think the subject is. Your 1E example is in, fact, the crux of the isue: 1E has sparse rules outside of combat, so the DM was responsible for much more. You are wrong, however, about their being no support for the DM in AD&D -- the 1E DMG is often criticised for its organization because it is in fact a toolbox full of many different kinds of thing, from diseases to castle construction to society and culture. By contrast, 3E and apparently 4E try and cover everthing in actual written rules. The game-space these rules take up is game-space that used to be occupied by the DM. That those rules are there means there's no need for the DM to adjudicate tose situations, which in turn removes the "danger" of DM fiat and makes things more predictable for the players and creates a focus on engaging the game through the rules rather than through (as someone said upthread) "direct negotiations" with the DM. It's funny -- Lizard and I share a general distrust of 4E but that's about as far as our opinions coincide. I think the game should be taken back to the 1E days, while I gather that Lizard thinks the game should be more like the "good" parts of 3E. Reading the pit fiend stat block made me realize that, while it seems kind of odd that the creatures don't seem like they will exist outside of the bounds of a combat encounter, there is in fact a lot of blank space. And blank space is the best thing you can give a DM. [/QUOTE]
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4E: DM-proofing the game
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