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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
4E: Shifting complexity rather than simplifying?
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 3748471" data-attributes="member: 710"><p>You have to know the rules, but you don't have to use them in the same complex manner as the characters. Each player character is created only once. NPCs are greated in dozens per adventure. If the DM needs as much time designing (and/or advancing) the NPC as the player does for creating (advancing) his character, his job is a dozen times more difficult (and that's just the NPC generation, we're not talking about an interesting adventure idea and plot, or a cool setting for encounters).</p><p></p><p>Within a combat, each player character has dozens of options (maneuvers, spells, or what ever else D&D 4 will throw at us) per round. </p><p>But an NPC might have only 5 (taking the latest Monster Manual idea further), perhaps even the whole opposition within a single encounter has only 5. </p><p></p><p>This greatly improves the effort of DMing. </p><p></p><p>Also note that while a DM needs to know the general rules, he might not need every specific detail, if using the rule is initiated by the player. At least if the rule is simple enough from the DM's side (Ah, so I just have to tell you if you beat his reflex defense, and he is entangled for one round. Fine. Not: Okay, now I have to roll a special attack role with a special modifier based on size different from the usual one, and then I can only attempt to make such a roll to get free or damage you with unarmed damage, or make a attack with a -4 penalty against you. Ah, okay...)</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 3748471, member: 710"] You have to know the rules, but you don't have to use them in the same complex manner as the characters. Each player character is created only once. NPCs are greated in dozens per adventure. If the DM needs as much time designing (and/or advancing) the NPC as the player does for creating (advancing) his character, his job is a dozen times more difficult (and that's just the NPC generation, we're not talking about an interesting adventure idea and plot, or a cool setting for encounters). Within a combat, each player character has dozens of options (maneuvers, spells, or what ever else D&D 4 will throw at us) per round. But an NPC might have only 5 (taking the latest Monster Manual idea further), perhaps even the whole opposition within a single encounter has only 5. This greatly improves the effort of DMing. Also note that while a DM needs to know the general rules, he might not need every specific detail, if using the rule is initiated by the player. At least if the rule is simple enough from the DM's side (Ah, so I just have to tell you if you beat his reflex defense, and he is entangled for one round. Fine. Not: Okay, now I have to roll a special attack role with a special modifier based on size different from the usual one, and then I can only attempt to make such a roll to get free or damage you with unarmed damage, or make a attack with a -4 penalty against you. Ah, okay...) [/QUOTE]
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4E: Shifting complexity rather than simplifying?
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