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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
4E reminded me how much I like 3E
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<blockquote data-quote="Spatula" data-source="post: 4426562" data-attributes="member: 2198"><p>Rule 0 is a 3e rule. The DMG gives advice for alterting and changing the rules. The rules tell you that's it's ok to mess around with the rules. Strict RAW-play is certainly one way of playing the game, but it's allowed and even expected that groups will tinker with the system.</p><p></p><p>"Rules purity" has not been on anyone's (that I've met) list of critical factors in playing face-to-face games. The idea that you're not playing X if you're not exactly sticking to the RAW basically ignores how people actually <em>use</em> games. There are variations of, or (if you prefer) house rules for, pretty much any game humans have ever touched, because tastes differ and people are not afraid to ditch what isn't fun for them in favor of what is. How many different versions of poker are there?</p><p></p><p>And the difference between older editions of D&D and 3e/4e is that the older versions did not have rules for most situations (or alternatively, had unworkable rules). DMs wielded "power" because the DMs had to <em>make <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> up</em> in order to run the game - not an ideal, since the quality of your play experience becomes directly tied to how incredible the DM is at making <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> up on the fly. 3e and 4e instead use a central conflict resolution mechanic (d20 + modifiers vs a target number) and redesign the system to be modifier- instead of table-based. That's not "disempowering" the DM, it's giving the DM a stable framework to adjucate from. I don't see any particular difference between 3e and 4e in this regard, either. 4e further streamlines the d20 mechanic, making it easier to run on the fly. But the concept is 100% the same as it was in 3e: DM has a situation to resolve, chooses a DC, and calls for a d20 roll. DMs don't have any more "power" in 4e than they did in 3e.</p><p></p><p>...of a DM arbitrarily using fiat to screw a player. Which isn't really relevant to anything in this thread.</p></blockquote><p></p>
[QUOTE="Spatula, post: 4426562, member: 2198"] Rule 0 is a 3e rule. The DMG gives advice for alterting and changing the rules. The rules tell you that's it's ok to mess around with the rules. Strict RAW-play is certainly one way of playing the game, but it's allowed and even expected that groups will tinker with the system. "Rules purity" has not been on anyone's (that I've met) list of critical factors in playing face-to-face games. The idea that you're not playing X if you're not exactly sticking to the RAW basically ignores how people actually [i]use[/i] games. There are variations of, or (if you prefer) house rules for, pretty much any game humans have ever touched, because tastes differ and people are not afraid to ditch what isn't fun for them in favor of what is. How many different versions of poker are there? And the difference between older editions of D&D and 3e/4e is that the older versions did not have rules for most situations (or alternatively, had unworkable rules). DMs wielded "power" because the DMs had to [i]make :):):):) up[/i] in order to run the game - not an ideal, since the quality of your play experience becomes directly tied to how incredible the DM is at making :):):):) up on the fly. 3e and 4e instead use a central conflict resolution mechanic (d20 + modifiers vs a target number) and redesign the system to be modifier- instead of table-based. That's not "disempowering" the DM, it's giving the DM a stable framework to adjucate from. I don't see any particular difference between 3e and 4e in this regard, either. 4e further streamlines the d20 mechanic, making it easier to run on the fly. But the concept is 100% the same as it was in 3e: DM has a situation to resolve, chooses a DC, and calls for a d20 roll. DMs don't have any more "power" in 4e than they did in 3e. ...of a DM arbitrarily using fiat to screw a player. Which isn't really relevant to anything in this thread. [/QUOTE]
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