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5.5e - What ONE section of the rules would you rewrite for clarity?
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<blockquote data-quote="tetrasodium" data-source="post: 8697528" data-attributes="member: 93670"><p>I've thought about this since the thread was new & there have been a lot of great suggestions of areas that are just reprehensible in their wording but think I have it narrowed down to one section. That section has the hubris of also being an entire chapter.</p><p></p><p><strong>Chapter 1: Step by Step Character Creation.</strong></p><p>It starts on page nine, your character your backstory your background your choice your this your that. It's not until step six on page 15 that the existence of the rest of the party & a need to work with them is even mentioned, by that point the rules have pushed the prior five steps as things to do in isolation to build a completed character without discussion between players or really even the gm. If I as the GM tell my players to work together I need to break all of that before they can start.</p><p></p><p>For comparison here's how prior editions did it. The 4e race class & role/character role sections of character creation on page 14 & 15 talk about finding out what the group has & considering the value of filling a niche the group needs. The relevant 3.5 section on 3.5phb6 starts with these words "<em>Your DM may have house rules or campaign standards that vary from these rules. You should also find out what the other players have created so that your character fits into the group"</em>. The 2e player's handbook leans more towards play what you roll with a different set of attribute bonuses but has too many references to "other players" to focus on a single "aha!" moment.</p><p></p><p>I can run a session zero & talk with players all I want, but the rules don't suggest areas the players should consider discussing together or even hint that they should. As a GM I'm burned out on having to shatter a wotc PHB reinforced illusion of the group/team game known as d&d being a solo game where the other players are just sidekicks. Each player comes to the table with The Main Character & it's up to the gm to figure out how to assemble the results into an unwillingly cohesive group. As the GM I need to shatter that illusion before I can even start teaching players one by one what the PHB should teach them about working with other players. This section is responsible for much of the uphill slog & sets the tone for all manner of rules sections that just entrench <em><strong>My</strong></em>MainCharacter+those sidekick players mentality in players.</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 8697528, member: 93670"] I've thought about this since the thread was new & there have been a lot of great suggestions of areas that are just reprehensible in their wording but think I have it narrowed down to one section. That section has the hubris of also being an entire chapter. [B]Chapter 1: Step by Step Character Creation.[/B] It starts on page nine, your character your backstory your background your choice your this your that. It's not until step six on page 15 that the existence of the rest of the party & a need to work with them is even mentioned, by that point the rules have pushed the prior five steps as things to do in isolation to build a completed character without discussion between players or really even the gm. If I as the GM tell my players to work together I need to break all of that before they can start. For comparison here's how prior editions did it. The 4e race class & role/character role sections of character creation on page 14 & 15 talk about finding out what the group has & considering the value of filling a niche the group needs. The relevant 3.5 section on 3.5phb6 starts with these words "[I]Your DM may have house rules or campaign standards that vary from these rules. You should also find out what the other players have created so that your character fits into the group"[/I]. The 2e player's handbook leans more towards play what you roll with a different set of attribute bonuses but has too many references to "other players" to focus on a single "aha!" moment. I can run a session zero & talk with players all I want, but the rules don't suggest areas the players should consider discussing together or even hint that they should. As a GM I'm burned out on having to shatter a wotc PHB reinforced illusion of the group/team game known as d&d being a solo game where the other players are just sidekicks. Each player comes to the table with The Main Character & it's up to the gm to figure out how to assemble the results into an unwillingly cohesive group. As the GM I need to shatter that illusion before I can even start teaching players one by one what the PHB should teach them about working with other players. This section is responsible for much of the uphill slog & sets the tone for all manner of rules sections that just entrench [I][B]My[/B][/I]MainCharacter+those sidekick players mentality in players. [/QUOTE]
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5.5e - What ONE section of the rules would you rewrite for clarity?
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